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DC-10 is not considered an
important Magic format, to say the least.
The few people that have ever played, or
even heard of, DC-10 regard it simply as a
way to kill a little time and an excuse to
rip a few packs. In this article, I have
detailed the play of sixteen Time Spiral
booster packs against each other in a
randomly seeded single elimination bracket.
Preparing and playing this sixteen pack
DC-10 “tournament” I think I actually did
gain some insight about Time Spiral cards.
DC-10 is good in that it makes you look at
Magic cards differently, and the more
different ways you can strategically
consider the cards in Magic, the more you
can learn about them. DC-10 is a format
where certain kinds of cards become much
better than they would be in any other
format. Namely, cards that need a lot of
mana to be useful. After testing these
sixteen booster packs against each other in
this DC-10 showdown, I learned, for
instance, that Ghitu Firebreathing COULD
actually be very useful. I had not even
remotely considered playing Ghitu
Firebreathing before I took part in this
DC-10 exercise. Now I have included this
card in a Time Spiral booster draft deck and
learned that, although its usefulness is
pretty narrow, there is a time and a place
in limited play for Ghitu Firebreathing. You
can always learn new things when you try
new things.
HOW TO PLAY DC-10
DC-10 works like this: each
player opens a single booster pack and
shuffles the cards in that pack as much as
possible, without looking at the cards in
their pack. The players determine, in some
way, who will play first. Players begin the
game with no cards in their hand. Players
draw one card per turn, as normal, but each
player is assumed to have a certain amount
of mana producing lands already in play for
them to use.
In my own particular house
rules for DC-10, each play er
is said to have 100 of each basic land type
in play on their side at the beginning of
the game. These lands are real Swamps,
Islands, etcetera for all game purposes,
such as land walk or other specific
abilities. These lands can be sacrificed,
destroyed or even returned to a player’s
hand just as though they were actual lands.
In other words, if your opponent played
Flashfires, all Plains would be destroyed
and neither player would have any more
Plains with which to play white cards for
the remainder of the game. The game ends
when one player wins the game according to
normal Magic rules. Very often, a player
wins a game of DC-10 because his opponent
draws his entire fifteen card library and
then loses because he has no more cards to
draw. Some players contend that so-called
“blank” cards in your pack can be discarded
to draw another card. These cards are called
blanks because they have virtually no
possible effect on the game, like the foil
basic lands that can appear in Time Spiral
packs. Under my own house rules, however,
there is no such provision for handling
undesirable cards in your pack. If you draw
a card that is not particularly useful in
DC-10, like a land or mana producing
artifact, that’s just a bit of bad luck that
is completely balanced by the cards whose
power level is significantly higher in DC-10
compared to other formats.
For DC-10 using Time Spiral,
I have not found a degenerative enough combo
that needs to be banned or restricted in any
way. DC-10 is a highly unpredictable format,
with some games over on game one when
someone draws a Disintegrate to games in
which both players draw all fifteen of the
cards in their pack.
The purpose of this so-called
Time Spiral DC-10 Showdown is simply to
enjoy watching these new cards interact with
each other under somewhat realistic game
conditions. I hope you enjoy reading it as
much as I enjoyed creating this mammoth
article.
HISTORY OF DC-10
To the best of my
recollection, it was about four years ago
that a group of Magic pros were on their way
to some distant tournament when one of them
had the bright idea to pop open a couple of
booster packs and try to play a game using
the extremely limited space available in the
coach section of a jam-packed DC-10
commercial jetliner.
A DIFFERENT KIND OF TIME
SPIRAL CARD REVIEW
EVERYONE and their mother is
reviewing Time Spiral cards these days, but
I am proud to present my review of some of
the new cards in a totally different context
than other reviewers. The cards reviewed
below were all a part of my Time Spiral
DC-10 Showdown. They are not necessarily the
most important cards in Time Spiral for
either limited or constructed play, just
cards that I found interesting during this
exercise. Later in this article you can see
the actual play-by-play of the DC-10 battles
between the sixteen booster packs that I
opened. You will see how some cards that
don’t seem that great can be simply dominant
in DC-10. I would have reviewed more cards
in this article, but as you can see, the
article is WAY TOO LONG already.
In the following card
reviews, I have included a numeric review
based on the familiar Pojo 1-5 scale where a
‘1’ is the worst, ‘3’ is average and ‘5’ is
a top-notch must-play. Each card below is
measured in three play formats: limited,
constructed and, of course, DC-10.
REVIEWS OF SOME COMMONS
USED IN THIS TOURNAMENT
Fathom Seer is a 1/3 Illusion
for 1U that morphs for the cost of returning
two islands back to your hand. When Fathom
Seer is turned face up, you draw two cards.
I wasn’t thrilled, at first, about returning
lands to my hand, but drawing cards is so
important in limited play that I am
regularly including up to two of these guys
in my draft decks. Not likely to make much
of a splash in constructed, not because of
his morph cost but because of the cost of
putting him into play tapped. These days,
blue mages have better ways to get cards in
constructed decks than Fathom Seer. In
DC-10, Fathom Seer is a great bargain
because you only have fifteen cards in your
deck and the Seer gives you easy access to
TWO MORE of them.
LIMITED: 3.0
CONSTRUCTED: 2.0
DC-10: 3.5
Gaze of Justice is a one
white mana cost sorcery that removes a
target creature from the game. Sounds pretty
phenomenal… but wait, there’s more, as an
additional cost to play Gaze of Justice you
must tap three untapped white creatures.
Gaze of Justice also has flashback with a
cost of 5W. So is this a terrible spell or a
great one? It’s both. In constructed, it
might not be too bad from the sideboard,
giving a white weenie deck serious targeted
creature removal. In limited play, Gaze of
Justice and also be good, as long as you
understand what you need in order to play it
effectively. What you need, quite simply, is
lots of white creatures. As a matter of
fact, you probably need MOST of the
creatures in your sealed or draft deck to be
white in order to make Gaze of Justice
effective. Once you manage to have enough
white creatures in your deck, Gaze of
Justice is a great card. In Time Spiral
draft, you should be able to get at least
two of these cards and you will certainly
want to play up to three copies IF you can
manage to have at least eight or nine white
creatures in a deck with LOTS of creatures
in it.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 1.0
Ghitu Firebreathing is a
creature enchantment
(aura) for 1R that can be played as an
instant (flash) and which gives the
enchanted creature two abilities. For one
red mana, you can either give enchanted
creature +1/+0 until end of turn or you can
return Ghitu Firebreathing to its owner’s
hand. Cards like this have been around in
Magic for a very long time, starting with
the original Firebreathing from the original
base set. Enchantments like this have
basically been ignored by serious players fo r
most of their history for two reasons, first
that Firebreathing (or its ilk) is the waste
of a card in their deck and two, that a card
like this is wasted when it is played on a
creature only to have that creature
destroyed, bounced or otherwise removed from
play before the creature enchantment even
has a chance to resolve. Ghitu Firebreathing
can’t do much to convince players against
the FIRST argument, but has two things
working for it that make it much less risky
to play. Ghitu Firebreathing can be played
as an instant, making it easy to play it at
a time when your opponent is unlikely to be
able to respond by removing the creature you
wish to enchant. Secondly, this aura can be
returned to your hand at any time for just
one red mana. Until running across the card
playing DC-10 for this article, I had not
seriously considered EVER playing Ghitu
Firebreathing. In DC-10, of course, this
card was THE BOMB, allowing you to just play
it as an instant and WIN anytime one of my
creatures went unblocked by the opponent.
Learning how good this card was in the wacky
DC-10 format helped me realize what Ghitu
Firebreathing REALLY is, it’s a reusable
instant speed spell that essentially allows
you to give a creature +X/+0 where X is the
amount of red mana you feel like spending.
The original give-a-creature-plus-X-plus-O
instant was Howl from Beyond. More recently,
this type of instant has become a red card,
like Balduvian Rage from Coldsnap. While
probably never destined for success in
constructed, Ghitu Firebreathing has a place
in red limited decks that have LOTS of
mountains.
LIMITED: 3.0
CONSTRUCTED: 1.5
DC-10: 4.5
Grapeshot is a sorcery for 1R
that deals one point to target creature or
player and which has Storm. In constructed
play, this card has already been discussed
as a win condition card for combo decks that
use a loop of replayed cards to create mana,
or, in the case of Grapeshot, a lot of
spells cast during the turn allowing
Grapeshot to put a huge number of Storm
copies on the stack, each of which can be
targeted separately. Outside of mad combos,
I don’t think Grapeshot will be very
interesting in constructed. In Time Spiral
limited, Grapeshot is good enough even
without the Storm ability since there are so
many one toughness creatures that are played
in the format. With a little care, it is
easily possible to get one or two spells
played during your turn before you play
Grapeshot to deal two or three (or even
more) points of damage divided among any
number of targets.
LIMITED: 3.5
CONSTRUCTED: 2.0
DC-10: 3.0
Looter il-Kor is a 1/1 Kor
Rogue with Shadow for 1U. When Looter il-Kor
deals damage to an opponent, you draw a card
and then discard a card. In limited, Looter
il-Kor is one hard-working little guy! You
might want two of these in your draft deck
if blue is in your plans. There aren’t
really that many creatures with shadow in
Time Spiral, so Looter gets in there turn
after turn, improving your hand every time.
Is there any call for a constructed shadow
deck? If there is, Looter il-Kor might be
able to make the cut, but chances are this
greedy little nibbler is destined to be much
more valuable in limited than in
constructed. In DC-10, this guy is amazing
if your pack has a game-winning bomb in it
somewhere.
LIMITED: 3.5
CONSTRUCTED: 2.5
DC-10: 4.0
Mindstab is a sorcery for 5B
that makes a target player discard three
cards. Mindstab has Suspend 4 and a Suspend
cost of one black mana. In limited (and
possibly constructed) there is nothing wrong
with suspending Mindstab on turn one. In
limited, even though your opponent can see
the handwriting on the wall (that he is
about to lose his hand in a few turns), he
will have some difficulty using up his
entire hand in the short number of turns
before Mindstab runs out of time counters
and is played for no cost. Later in games,
drawing Mindstab might not be too bad, when
you can afford to pay six mana, it should be
worth basically trading your own turn (what
else would you be able to do on your turn if
you are spending six mana playing Mindstab?)
to peel three cards from your opponent’s
hand. The problem I have with this card is
what to do with it when you draw it on turns
two through five or six? It feels awkward to
suspend this spell when your opponent only
has one or two cards in hand, and it feels
equally unpleasant to have Mindstab stuck in
your hand without being able to cast it.
Good players are telling me to play one in
booster drafts, but I have to say that I
think the jury is definitely still out on
this card.
LIMITED: 3.0
CONSTRUCTED: 2.0
DC-10: 3.0
Momentary Blink is an instant
for 1W that removes a target creature from
the game and then returns that creature to
play. Momentary Blink can also has Flashback
with a cost of 3U. Remember Otherworldly
Journey from Champions of Kamigawa?
Momentary Blink has most of the same
functionality. If Momentary Blink is as good
as Otherworldly Journey it should see plenty
of play in constructed. In Time Spiral
limited, Momentary Blink is great in all
kinds of situations, particularly when you
use it on a creature with a beneficial
coming to play ability. Momentary Blink
allows your creature to sidestep virtually
all kinds of removal effects from your
opponent. If your opponent targets your
creature with a Rift Bolt, for example, you
simply respond with Momentary Blink and your
creature is removed from play and then
returned to play where it is NO LONGER THE
SAME CREATURE that was targeted by the Rift
Bolt, causing the Rift Bolt to be countered
with no legal target. Momentary Blink can be
used similarly against just about any
targeted removal effect, although the old
Otherworldly Journey WOULD be preferable
when your opponent is playing a global kill
spell like Wrath of God.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 3.5
Scarwood Treefolk is a 3/5
Treefolk for 3G that
comes into play tapped. This uncomplicated
creature is entirely decent for limited
play. The downside of coming into play
tapped is easily overshadowed by this
creature’s 3/5 body for just four mana. I
like this card more than if it were the same
size for five mana and didn’t come into play
tapped. The four casting spot is a
jam-packed part of a lot of sealed and
booster draft decks in Time Spiral limited
formats, but Scarwood Treefolk should easily
fit in most cases. Not much chance for this
guy in constructed, I fear, a format where
even the return of Ernham Djinn several
years ago was met with yawns.
LIMITED: 3.0
CONSTRUCTED: 1.5
DC-10: 3.0
Tendrils of Corruption is an
instant for 3B that deals X to a target
creature and gains for you X life where X is
the number of Swamps you have in play. If
this card was capable of targeting players,
it would certainly have a place in
constructed play. As it is, Tendrils of
Corruption is probably destined only for
limited play. Having played with this card
in booster drafts for two weeks now, I am
still seeing good players surprised to see
Tendrils blowing up their creatures and
gaining lots of life for me, all at instant
speed. To make this card really good in your
booster draft decks, try to make black your
primary color, it will obviously make this
card better if you have eight, nine or even
ten Swamps in your deck. In the version of
DC-10 that I used for this Time Spiral DC-10
Showdown, each player has 100 of each basic
land type in play on their side starting at
the beginning of each game. In this version
of DC-10, resolving Tendrils of Corruption
virtually makes it impossible for your
opponent to defeat you with damage.
LIMITED: 3.5
CONSTRUCTED: 2.5
DC-10: 4.0
Trespasser il-Vec is a 3/1
Human Rogue for 2B. You can discard a card
to give the Trespasser shadow until end of
turn. In limited, three mana for a 3/1
creature is reasonable enough. When you add
the ability to block a shadow creature or,
better yet, to avoid your opponent’s
blockers by gaining shadow, Trespasser
il-Vec becomes a common creature with lots
of potential in limited games.
LIMITED: 3.0
CONSTRUCTED: 2.0
DC-10: 3.0
REVIEWS OF SOME UNCOMMONS
USED IN THIS TOURNAMENT
Celestial Crusader is a 2/2
Spirit for 2WW. This card has the Flash
ability, so it can be played anytime you
could play an instant and Split Second,
meaning that when you play it, this spell
cannot be responded to with spells or
non-mana activated abilities or anything
else that uses the stack. Furthermore, this
creature has flying and gives all OTHER
white creatures +1/+1. That’s a lot of text
on one Magic card, but don’t let it stop you
from making the most of this hot little
number. Actually, the only number that isn’t
HOT on the Celestial Crusader is four, the
amount of mana it takes to play it. With a
casting cost of 1WW this might have been a
powerful card for constructed. As it is,
it’s a very good card for white booster
draft decks. When you draft white in Time
Spiral booster drafts, you pretty much want
to suck up all the white cards that you can
because the white Time Spiral draft decks
seem to get much better the closer to mono
white that they become. This card reinforces
that strategy in a couple of ways. First,
this card’s double white mana cost more or
less means that your deck must be primarily
white for this card to be easy to cast on
turn four or five. Secondly, the more white
creatures that you suck up for your deck,
the fewer white creatures than will be in
anyone else’s deck, helping to ensure that
Celestial Crusader’s +1/+1 “Crusade”
functionality will be useful only to you and
not your opponent. Flash and Split Second
combine to make Celestial Crusader a
powerful combat trick.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 3.0
Clockwork Hydra is a 0/0
Hydra artifact creature for five colorless
mana that comes into play with four +1/+1
counters on it. You can tap this creature to
add a +1/+1 counter to it. Whenever
Clockwork Hydra attacks or blocks, you must
remove a +1/+1 counter from the Hydra. When
you do, you get to do a point of damage to a
creature or player. On the surface, the
Clockwork Hydra looks like a lot of his
clockwork family tree from the past, and
possibly a little more trouble than its
worth. Actually, in limited, Clockwork Hydra
is quite useful. The ability to deal a point
of damage to any target at the very moment
that it is declared an attacker or blocker
is very useful in Time Spiral limited
formats. There are a number of one toughness
creatures in the format that simply won’t be
in play very long once the Hydra is in play.
Better yet, your Clockwork Hydra in play can
even force your opponent from being able to
play his one toughness creatures, and may
slow his game strategy down in other ways
since he may not want to attack with a
ground creature. If your opponent doesn’t
attack right away and you are not needing to
attack with the Hydra, you can tap him at
the end of your opponent’s turn to give the
Hydra another counter, making him more
dangerous and more difficult to handle with
each passing turn.
LIMITED: 3.5
CONSTRUCTED: 2.5
DC-10: 4.0
Conflagrate is a sorcery for
XXR that deals
X
damage divided any way you want among any
number of creatures and players. Conflagrate
also has Flashback for a cost of RR and the
discard of X cards from your hand. This card
has taken me on a bit of a roller coaster
ride as I have tried to use it in Time
Spiral sealed deck and booster draft
formats. First, I wanted to think of it as a
flat-out bonafide fireball. It isn’t. The
casting requirements for Conflagrate make it
difficult to use for anything but expensive
removal for a one toughness creature or
possibly REALLY EXPENSIVE removal for a two
toughness creature. Then, just as I was
about to give up on Conflagrate, I figured
out that it was ALMOST as useful as a
typical red X spell in many cases. In the
early game, you just have to suck it up and
give up your Conflagrate to get rid of a
troublesome 1/1 sometimes, or else to deal a
final point of damage to a larger creature
after it has taken some damage in combat
perhaps. Late in the game, with nine mana in
play, Conflagrate is the four point direct
damage spell that you may very well need to
finish off your opponent. After Conflagrate
is in your graveyard, don’t forget about it,
you can now hold onto lands and possibly
other cards that you draw that are not
important to your game anymore, now you can
flash back Conflagrate from the graveyard to
finish off your opponent or to destroy an
annoying creature. Once you consider the
various ways you can make this card useful
to your draft or sealed deck, you will
probably want to include one Conflagrate in
your limited decks even though it doesn’t
quite hit as hard as quick as a Fireball or
a Disintegrate. Of course, this card almost
single handedly breaks the DC-10 format, the
same as other X spells have done in the
past.
LIMITED: 3.5
CONSTRUCTED: 2.0
DC-10: 5.0
Evil Eye of Urborg is a 6/3
Eye for 4B. Like its older brother Evil Eye
of Orms-by-Gore, Evil Eye of Urborg has the
limitation that when it is in play, only
creatures with the creature type “Eye” can
attack. Evil Eye of Urborg trumps its old
brother, however, because it hits for six a
turn and is nearly impossible to block
effectively, because THIS Evil Eye destroys
any creature that tries to block it. Of
course, your opponent can poke YOU in the
eye if he manages to neutralize your Evil
Eye without killing it. He might do this by
playing an enchantment like Temporal
Isolation or by having some sort of
mechanism in place creating an endless
supply of chump blockers for your Eye. These
threats aside, Evil Eye of Urborg is more
often a very problematic card for your
opponent in Time Spiral limited games, where
he has very little time to find answers for
this tricky little creature. If I were you,
I’d keep an eye on it.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 4.0
Firemaw Kavu is a 4/2 Kavu
for 5R that deals two damage to a target
creature when it comes into play and deals
four damage to a target creature when it
leaves play. This creature also has Echo.
Echo is actually one of the better things
about this creature in limited play
situations. There are many times in sealed
deck and booster draft games when all you
want to do is play this Kavu, hopefully
killing a troublesome creature on the other
side of the board, a creature you may have
NO INTENTION at all of paying the echo costs
for. Just as importantly, this is a 4/2
creature that deals an extra four points of
damage to a creature when it goes to the
graveyard. Very possibly, a creature that
attacked you and was blocked by the Kavu.
Firemaw Kavu is like a number of new cards
in Time Spiral that are newer versions of
very powerful old cards, this one recalls
Flametongue Kavu, of course. The Time Spiral
versions, however, have been carefully
crafted to give ALMOST as much playability
to limited games as the original creature
without creating a problem for constructed
play for years to come. In other words,
Firemaw Kavu is ALMOST as good as
Flametongue Kavu in limited games, but is
NOWHERE NEAR as good as old “FTK” in
constructed. Flametongue Kavu, as the
computer gaming kids say, has been
effectively “nerfed”.
LIMITED: 3.5
CONSTRUCTED: 2.0
DC-10: 3.5
Fledgling Mawcor is a 2/2
flying Beast for 3U that taps to deal one
point of damage to a target creature or
player. This creature also has a Morph cost
of two blue mana. For a cost just one
colorless more than the old Prodigal
Sorcerer, you get a perfectly good pinger
that is 2/2 instead of a 1/1 that ALSO
flies. Morph is an interesting ability for
this card, giving it the advantage of
surprise that is pretty rare for pinging
creatures.
LIMITED: 4.0
CONSTRUCTED: 3.0
DC-10: 3.5
Knight of the Holy Nimbus is
a 2/2 Human Rebel Knight with Flanking for
two white mana. This creature also
regenerates automatically for no cost if it
is destroyed, although an opponent can
activate a two colorless mana ability of
this card to not allow it to be regenerated
until end of turn. This card moves right
into constructed white weenie decks. The
free regeneration comes into play more often
than you would think. You would think it
would be easy for your opponent to have two
mana available to stop the Knight’s
regeneration ability, he very often does
not. Of course, the regeneration ability is
just a small part of this card’s appeal.
This card is also a Rebel, searchable with
all your old Rebel searchers in your Magic
collection as well as the two casting cost
Amrou Scout from this set! Try to remember
that underneath all these other features is
a highly efficient 2/2 flanker.
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 3.0
Phyrexian Totem is an
artifact for three colorless
mana that taps to produce one
black mana. In addition, the Totem can be
turned into a 5/5 black Horror artifact
creature with trample until end of turn for
the cost of 2B. Whenever Phyrexian Totem is
dealt damage, if it’s a creature, you must
sacrifice that number of permanents. First
of all, in limited, you will be thrilled to
have this card in your deck just for the
ability to improve your deck’s mana
production. If your opponent is a little
slow getting their game going against you,
they may find that you play the Phyrexian
Totem on turn three and then activate and
send him right in on turn four to deal five
damage to them (if they don’t have any
blockers). Usually, the Totem does not
attack until you are reasonably sure it
won’t be blocked or take any damage. The
later the game gets, however, the more
willing you will be to send in your 5/5
artifact creature to trample over the last
points of damage on your way to victory. At
earlier points in the game, don’t be afraid
to get the Phyrexian Totem in there even if
it might cost you one or two permanents. It
may often be worth it in the long run to be
slightly aggressive with Phyrexian Totem.
This card is great in limited and may even
have a future in black control decks. In
DC-10, you have plenty of mana always
available to activate this monster and lots
of spare lands to sacrifice as well, making
the Totem the perfect smashing machine.
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 4.5
Saltcrusted Steppe is one of
the five ne w
allied colored uncommon storage lands found
in Time Spiral. These lands are greatly
improved from storage lands of the past. For
one, you can tap Saltcrusted Steppe (and its
four other Time Spiral siblings) for
colorless mana. If you spend a mana and tap
this storage land, you can put a storage
counter on the land. For one colorless mana,
you can remove any number of storage
counters from Saltcrusted Steppe adding that
number, in any combination, of white and/or
green mana. You can actually remove storage
counters from these lands while they are
tapped, and you can also draw your stored
mana out of these lands without the use of
any other land because you can tap
Saltcrusted Steppe for colorless mana to
activate its ability to remove storage
counters from Saltcrusted Steppe. That’s a
mouthful, but suffice it to say that these
new storage lands are very playable for
limited, though not quite as delicious
perhaps as the Karoo lands from the Ravnica
block. For this reason, Ravnica’s Karoo
lands will probably keep these new lands on
the bench where constructed Magic is
concerned. I would have to say that unless
your deck can really take advantage of a
large amount of stored mana, I would only be
interested in using Saltcrusted Steppe or
its brethren only when my deck had a use for
both colors that the land creates.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 0.0
Skittering Monstrosity is a
5/5 Horror for 3BB that you must sacrifice
when you play a creature spell. Okay… and I
would really need to play another creature
with this guy in play because…? In limited,
Skittering Monstrosity will probably not be
the first creature you cast. Once this
fattie is in play, I see no reason to WANT
to play another creature until your opponent
finds a way to deal with THIS one. In
constructed, Skittering Monstrosity might
fill the bill for a big monster in a mono
black control deck that wants to play just a
couple of creatures for a win condition. In
the big picture, there is no doubt that this
card’s play restriction DOES matter, but
most of the time, you will be more than
happy with this creature in play on your
side of the board.
LIMTED: 3.5
CONSTRUCTED: 3.5
DC-10: 4.0
REVIEWS OF THE TIME SPIRAL
RARES USED IN THIS TOURNAMENT
Candles of Leng is a two
casting cost artifact. When you tap the
Candles of Leng and pay four colorless mana,
reveal the top card of your library, if it
has the same name as a card in your
graveyard, put it into your graveyard.
Otherwise, draw a card. This card is
basically a Jayemdae Tome that you can cast
on turn two or three. In limited, this card
will provide roughly the same card advantage
that Jayemdae Tome would, although you will
be pretty unhappy on those occasions when
you would LIKE to draw the card that happens
to have the same name as a card in your
graveyard. This is another example of a card
in Time Spiral being FIXED to make it just
as good as an old card (Jayemdae Tome) in
limited but not nearly as good as the
original card in constructed. In
constructed, where you are very likely
playing four copies of each important card
in your deck, Candles of Leng would be much
less useful. Seeing as how Jayemdae Tome is
not exactly popular among the ranks of
serious constructed players, there was
really no reason for Candles of Leng to be
made WORSE than Jayemdae Tome. I suppose
there is the chance that you can put some of
your land into your graveyard (by discarding
to something, maybe) and then you can use
Candles to help you navigate past the other
land cards in your library to help you find
more useful cards.
LIMITED: 4.0
CONSTRUCTED: 2.5
DC-10: 4.5
Curse of the Cabal is a
sorcery
for 9B that causes a target player to
sacrifice half the permanents he or she
controls, rounded down. This card also has
Suspend 2 and a Suspend cost of 2BB. My
first impression was that this card was by
no means worth the effort. First of all, it
seems impossible to play unless you plan on
suspending it. After watching someone else
wreck their opponent with it, I have to say
that in limited at least, this card is worth
playing. Starting its time in suspense with
only two time counters, and costing only
four mana to suspend, Curse of the Cabal is
a dangerous card for your opponent that will
cause him plenty of harm. It is important to
note that this card is not like Pox, where a
player sacrifices a portion of his land,
then a portion of his creatures and so on.
When Curse of the Cabal resolves, a target
player will be forced to add up the total
number of permanents that he controls,
including lands, artifacts, creatures and
enchantments, and then select half of them
(rounded down) to be sacrificed. The
permanents are sacrificed all at once, and
not until the player has made his final
decision on which permanents to keep and
which to lose.
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 3.5
Endrek Sahr, Master Breeder
is a 2/2 legendary Human Wizard for 4B.
Whenever you play a creature spell while
Endrek is in play, put X 1/1 black Thrull
creature tokens into play, where X is that
spell’s converted mana cost. Whenever you
control seven or more Thrulls, sacrifice
Endrek Sahr. This is a very powerful card in
limited, where you are certain to play
creature spells very soon after you have
played Endrek Sahr. This card will be good
in certain types of constructed decks as
well, particularly mono or nearly mono black
creature decks as well as the Time Spiral
block constructed decks of the future. One
key when playing with Endrek Sahr is not to
be afraid to end up with seven or more
Thrull tokens. Don’t go out of your way to
NOT play a big creature just because playing
it will cause you to end up with seven or
more Thrulls and therefore lose Endrek Sahr.
The best way to use your Thrull tokens is to
attack with them each turn before you cast
any more creatures. This is just about the
best token generating black card ever!
LIMITED: 4.0
CONSTRUCTED: 4.0
DC-10: 3.5
Evangelize is a sorcery for
4W, with Buyback and a Buyback cost of 2WW,
that allows you to gain control of target
creature of an opponent’s choice that he or
she controls. In other words, when you play
this spell, you will gain control of one of
your opponent’s creatures, your opponent
gets to decide which one. This sizable
drawback makes it kind of hard for me to
fall in love with Evangelize, especially in
limited where room in your deck is tight to
begin with. I have to admit that I have not
played this card yet, but I suspect I might
like to sideboard it in if my opponent has a
single creature that gives my deck a lot of
trouble. Buyback certainly does make this
card better, but seriously, you won’t be
using Buyback with Evangelize until turn
fifteen or so. This card could be very
useful in constructed sideboards against
decks that never have more than a single
creature in play, like the control decks
that are becoming much more popular with the
release of Time Spiral.
LIMITED: 3.5
CONSTRUCTED: 4.0
DC-10: 4.0
Gemstone Caverns is a
legendary land that taps for colorless mana.
However, if Gemstone Caverns is in your
opening hand and you are not playing first,
you may remove a card in your hand from the
game to put Gemstone Caverns into play with
a luck counter on it. If Gemstone Caverns
has a luck counter on it, it can be tapped
for any color mana. A lot of people were
very excited to learn about this land, right
until they saw that it was legendary. The
idea was that this card would immediately
become a four-of in constructed decks. What
this card does is certainly exciting and
kind of refreshing. This card allows you to
have two land in play on your first turn
(assuming you are able to play a land on
your first turn) for the slight cost of not
playing first and the larger requirement of
having Gemstone Caverns in your opening
hand. The legendary rule will make it harder
to include four copies of this rare land in
your constructed decks, but it makes a
single copy of the card fit just fine in
limited decks. Very often, especially in
sealed deck but sometimes in booster drafts
as well, you would rather go second anyway
and go for card advantage.
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 0.5
Ixidron is a */* Illusion
creature or 3UU that turns all nontoken
creatures in play face down when it comes
into play (they are turned into 2/2
colorless creatures just like face down
morph creatures), where Ixidron’s power and
toughness are equal to the number of face
down creatures in play. This creature has
possibilities. Suppose you and your opponent
have roughly the same number of creatures in
play, but his creature quality is a little
better than yours and you want to turn the
tables? Play Ixidron and watch your opponent
become sadder. Ixidron works the best when
some of your own creatures have the morph
ability so that they can flip themselves
back face up at some point. Of course, since
Ixidron’s power and toughness are based on
the number of face down creatures, his
usefulness will be situational. Ixidron
could be useful, but he is far from a
must-play. In constructed Magic, Ixidron
seems even worse.
LIMITED: 3.0
CONSTRUCTED: 1.5
DC-10: 2.0
Magus of the Disk is a 2/4
Human Wizard for 2WW that comes into play
tapped. This creature can be tapped, along
with the cost of one colorless mana, to
destroy all artifacts, creatures and
enchantments. Yes, that’s right, this
creature is the living incarnation of the
long lost Nevinyrral’s Disk. This card, like
other powerful old cards that are sort-of
reprinted as new cards in Time Spiral, has a
number of drawbacks compared to the original
card. Unlike the Disk, Magus has a power and
a toughness, so he can be destroyed by a
giant number of cards that would not be able
to destroy a Nev’s Disk. More importantly,
Nevinyrral’s Disk is an artifact costing
four colorless mana. Magus of the Disk also
costs four mana to play, but two of them
have to be white. Complaints aside, Magus of
the Disk is an amazing card, certainly the
closest thing to Nev’s Disk to be produced
in many years. Control decks are coming back
in a big way to constructed, and cards like
Magus of the Disk are leading the way.
LIMITED: 4.5
CONSTRUCTED: 4.0
DC-10: 4.0
Mangara of Corondor is a 1/1
legendary Human Wizard for 1WW that taps to
remove itself and a target permanent from
the game. This card is basically a somewhat
“nerfed” version of Vindicate, but that’s
okay, you get a three casting cost spell
that can actually destroy any type of
permanent. Very useful. What is MORE useful
is the ways in which Mangara’s capability
can be improved. Mangara’s ability only has
one target, the target permanent you wish to
destroy. You can tap Mangara targeting the
permanent you wish to destroy, then respond
with a bounce spell or a card like Momentary
Blink to remove Mangara from play
temporarily. When Mangara’s ability
resolves, it doesn’t matter if Mangara is
still around to be removed, the target named
when the ability was played WILL be removed
from the game. Even better, since Mangara’s
ability only names one target, if that
target is destroyed or removed from play
before the ability resolves, the ability
will be countered with no legal target,
leaving Mangara in play for you! This card
should see constructed use.
LIMITED: 4.0
CONSTRUCTED: 4.0
DC-10: 4.0

Moonlace is an instant for
one blue mana that
makes a target spell or permanent become
colorless. This might be the ultimate Lace
spell, twelve years after the five colored
Lace spells were last printed in Magic’s
Revised edition. This card can be used to
mess with cards with protection from certain
colors or other such whimsical endeavors.
Not really my cup of tea.
LIMITED: 2.5
CONSTRUCTED: 2.0
DC-10: 1.5
Nether Traitor is a 1/1
Spirit with haste and shadow for two black
mana. Whenever another creature is put into
your graveyard, you may pay one black mana
to return Nether Traitor to play from your
graveyard. This card has more of a chance of
affecting constructed Magic than it does
limited. In limited, you would be very
unlikely to have more than one of these
guys, and one Nether Traitor might not be
useful enough in helping you win games in
most limited matchups.
LIMITED: 3.0
CONSTRUCTED: 4.0
DC-10: 3.0
Sengir Nosferatu is a 4/4
flying Vampire for 3BB that can be removed
from the game whenever you play his
activated ability for 1B putting a 1/2 black
Bat creature token with flying into play.
The bat token created by Nosferatu has the
ability, for 1B, to be removed from play
returning Sengir Nosferatu from the
removed-from-play zone back into play.
Basically, for 1B, Sengir Nosferatu can jump
out of the way of practically any danger and
then jump back into play for another 1B when
the coast is clear. Great in limited, not
necessarily good enough for constructed.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 4.0
Stonewood Invocation is an
instant for 3G with Split Second that gives
a target creature +5/+5 until end of turn
and makes that creature unable to be
targeted by spells or abilities until end of
turn. Good limited players that I have
talked to think this card is very good at
the four mana cost, but I’m not completely
convinced, seems to me this card might be at
least one mana too high for a rare instant
that doesn’t give your target creature the
game-ending ability of trample. Split Second
certainly does make this card a lot better
than the run of the mill creature pump
spell, since it makes Stonewood Invocation
uncounterable and makes it much harder for
your opponent to respond by removing the
creature that you are targeting with
Invocation.
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 3.5
Stuffy Doll is an 0/1
Construct artifact creature for five
colorless mana. When this creature comes
into play, you choose a player. Stuffy Doll
is indestructible. Whenever damage is dealt
to Stuffy Doll, Stuffy Doll deals that
amount of damage to the chosen player. You
can tap Stuffy Doll to deal one damage to
itself. This card is very elegantly designed
and is almost irresistible for anyone who
has not yet played him. However, while
Stuffy Doll makes an interesting ground
staller that can combo with some other cards
in Time Spiral, he really is not a big
enough difference maker in limited play to
take too seriously.
LIMITED: 3.0
CONSTRUCTED: 2.0
DC-10: 3.0
Thelonite Hermit is a 1/1 Elf
Shaman for 3G that gives all Saprolings
+1/+1. This card has a morph cost of 3GG,
and when Thelonite Hermit is turned face up,
it puts four 1/1 green Saproling tokens into
play. The only downside of this card, if you
want to call it that, is the fact that you
need to play it face down and then pay kind
of a lot to morph it face up. Okay, there IS
another downside, you have to go to all this
trouble and then have a difficult-to-protect
1/1 Elf Shaman on your hands. In constructed
formats, this creature may be surrounded by
other Elves or other Saproling-powered
effects that can help protect it. In
limited, the name of the game will simply be
to get this guy morphed as quickly as
possible to provide yourself with some board
advantage or perhaps the ability to block a
larger number of creatures with a higher
than anticipated number of creatures.
LIMITED: 3.5
CONSTRUCTED: 4.0
DC-10: 4.0
Vesuvan Shapeshifter is a 0/0
Shapeshifter for 3UU with a morph cost of
1U. When Vesuvan Shapeshifter comes into
play or is morphed from a face down
position, you may choose another creature in
play turning Vesuvan Shapeshifter into a
copy of that creature until you choose to
turn Vesuvan Shapeshifter face down, which
you may choose to do at the beginning of
your upkeep. This card comes very close to
being BETTER than the Vesuvan Doppleganger
it updates. This card is very powerful in
limited and may have a chance in constructed
as well. The ability of this Shapeshifter to
become a different creature every turn is
very interesting and useful.
LIMITED: 4.0
CONSTRUCTED: 3.5
DC-10: 3.5
Wheel of Fate is a sorcery
with no casting cost but wit h
Suspend 4 and a Suspend cost of 1R. Wheel of
Fate is the new, nerfed up version of Wheel
of Fortune. Unlike
most other cards with the Suspend ability,
Wheel of Fate does NOT have a normal casting
cost, making it only playable by means of
suspending it. When Wheel of Fate does
eventually shed its last time counter, it
causes each player to discard their hand and
then draw seven cards. This card is probably
better in constructed, where mono red burn
decks can put it on the back burner with
suspend on turn two and then empty their
hands in the next three turns before the
fourth time counter comes off of the Wheel,
reloading the red mage’s hand, hopefully in
a way that is more immediately beneficial
than to the opponent. The biggest problem
with Wheel of Fate in constructed is that
many control players will find and hold onto
a counter spell of some kind so that they
can counter the Wheel when it is finally
played without cost during your upkeep. (You
have to remember that suspend does not mean
that the card is played, suspended cards are
played when their last time counter has been
removed)
LIMITED: 3.0
CONSTRUCTED: 4.0
DC-10: 3.0
REVIEWS OF SOME TIME
SHIFTED CARDS USED IN THIS TOURNAMENT
(for those of you who need a
refresher course on the old cards)
Gemstone Mine is a land that
comes into play with three mining counters
on it. When you tap Gemstone Mine, you
remove a mining counter and you add one mana
of any color to your mana pool. When there
are no more mining counters on Gemstone
Mine, you must sacrifice it. At the PTQ last
weekend, I noticed that lots of people were
leaving Gemstone Mine out of their decks. I
think that is a mistake. In any Time Spiral
limited format, but much more so in sealed
deck where you are more likely playing a
third color, Gemstone Mine gives you a
reliable way to reach a second or third
color when you need to. Yes, it’s a bummer
that you only get to use the Mine three
times before it is lost forever. That’s
okay, it’s STILL very good. I think younger
players have simply not tried this card
before and I think some of the older players
(who should know better) have forgotten how
useful Gemstone Mine can be.
LIMITED: 3.5
CONSTRUCTED: 4.0
DC-10: 0.0
Grinning Totem is a four
colorless mana
cost artifact that activates for two mana
and tapping and sacrificing the Totem. When
you activate the Grinning Totem, you search
your opponent’s library for any one card and
remove that card from the game. Until the
beginning of your next upkeep, you may play
that card. This card is hardly ever a wasted
card, so it’s okay to play it in your
limited decks. Grinning Totem is very
adaptable, since you can use it to steal a
powerful card from your opponent’s deck that
you might be able to actually cast and use
yourself, but you can also use the Totem to
simply take a powerful card away from your
opponent. The big downside, of course, is
that you are using a card to get rid of
something your opponent might never even
draw. Once a very popular sideboard card in
constructed, Grinning Totem may not be any
better than a limited format sideboard card
to use when your opponent has a powerful
bomb card in his forty card limited deck
that you have no other way to stop.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 5.0
Merieke Ri Berit is a 1/1
legendary Human for a casting cost of one
black, one white and one blue mana. Merieke
does not untap during your untap step. You
can tap Merieke to gain control of a target
creature as long as you control Merieke.
When Merieke leaves play or becomes
untapped, destroy the creature you gained
control of, it cannot be regenerated. While
too much water has passed under the Magic
bridge for this card to matter in
constructed (maybe it’s just the mana cost),
Merieke Ri Berit will be a powerful card
players will splash for in their limited
decks, whether it is a white splash in a
blue/black deck or a black splash in a
blue/white deck. In limited, Merieke is
pretty close to a bomb, giving you the
ability to steal any creature on the board
and to destroy that creature in the event
that your Merieke becomes destroyed (or even
simply bounced or untapped!).
LIMITED: 4.0
CONSTRUCTED: 2.5
DC-10: 3.5
Sol’kanar the Swamp King is a
5/5 legendary Demon with Swampwalk for 2UBR
that gains a life for you whenever anyone
plays a black spell. Long time no see, my
old friend! This is one of the cards that
literally gave me chills when I discovered
him reprinted in Time Spiral. A few things
have changed since Sol’kanar was last legal
for Standard constructed (we gray haired
wizards still prefer ‘Type II’), so this
mighty legend may not be headed for
constructed success. No problem, he is quite
a powerful card in limited, provided you can
figure out a way to cast him. If your deck’s
mana base can handle him, Sol’kanar has the
ability to come into play on turn five and
make life very difficult for your opponent
right away.
LIMITED: 4.0
CONSTRUCTED: 3.5
DC-10: 4.5
Soul Collector is a 3/4
flying Vampire for 3BB that morphs for three
black mana. Whenever a creature dealt damage
by Soul Collector is put into a graveyard
from play, it is returned to play under your
control. Whether you play this card face up
or face down, Soul Collector is a great
creature in any limited format. Time will
tell if mono black creature decks become
popular enough to make Soul Collector a big
deal in the coming year in constructed play.
LIMITED: 4.0
CONSTRUCTED: 3.5
DC-10: 3.5
Teferi’s Moat is an
enchantment that costs 3WU to cast. When
Teferi’s Moat comes into play, choose a
color. Creatures of the chosen color can’t
attack you unless they have flying. I don’t
believe that this card was historically
popular in constructed (and it won’t be now,
either) but limited is another story
entirely. Time Spiral booster draft is a
format where players are able to build decks
that are tightly in just two colors,
generally speaking, making Teferi’s Moat
more powerful in limited now than when it
was first printed.
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 3.0
Wall of Roots is an 0/5 Plant
Wall that costs 1G to play and has Defender.
You can put an -0/-1 counter on Wall of
Roots to put one green mana into your mana
pool. You can only use this ability once per
turn. This classic card from Mirage was a
very popular card in limited as well as
constructed when it first appeared ten years
ago. If aggressive creature decks can
maintain a position of prominence among the
crowded field of new control decks, then
Wall of Roots will again be popular in
constructed decks where it can block early
threats while provided much needed mana
acceleration. In limited, Wall of Roots will
be good again in limited as well, and
probably even a little better in sealed
deck. Pretty darned good for a wall!
LIMITED: 3.5
CONSTRUCTED: 3.5
DC-10: 2.5
Witch Hunter is a 1/1 Human
Cleric for 2WW, originally printed in The
Dark. Witch Hunter taps to deal a point of
damage to a target player, or taps with the
additional cost of 1WW to return a target
creature an opponent controls to their hand.
Color wheel Schmolor wheel! This white card
pings your opponent like a red card and
bounces their creatures like a blue card. As
Halloween approaches, put aside your
prejudices and take this full figured lady
for a trip around the dance floor!
LIMITED: 3.5
CONSTRUCTED: 3.0
DC-10: 3.0
CARD LISTS FROM THE PACKS
USED IN THIS TOURNAMENT
The card lists below are
named by the first word in the name of the
Time Spiral rare in each pack. For purposes
of the DC-10 Showdown, these names are also
used as if they were the name of the player
using that particular pack’s fifteen cards
as their “deck”.
CANDLES
Candles of Leng
Fallen Ideal
Molten Slagheap
Vampiric Sliver
Amrou Seekers
Temporal Eddy
Drudge Reavers
Molder
Ground Rift
Viscid Lemures
Shadow Sliver
Children of Korlis
Mogg War Marshal
Terramorphic Expanse
Shadowmage Infiltrator
CURSE
Curse of the Cabal
Ignite Memories
Durkwood Tracker
Opaline Sliver
Thallid Shell-Dweller
Mindstab
Castle Raptors
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