I would have liked to see Orim's Chant again.
It's powerful, it's not actually broken without
Isochron Scepter and the like, and it
illustrates part of Magic's history. Kicker is
still waiting for its second chance (third if
you count Future Sight, where it wasn't too
prominent), though, so Silence is the next best
thing. The only wrinkle is that the combo decks
it's supposed to hinder will probably anticipate
and will themselves be packing ways to try and
get around it. But if they're not, they could be
in a lot of trouble.
for just over 5 years
-Playing MTG for just over 10
Many have fondly remembered Orim's Chant when
this card was released. Not quite. However, it
does put a pause on the game when you might need
it. If you are already in a winning board
position, this card could be quite useful. Just
remember that once you play it, your opponent
can still respond...and expect them to. However,
they will be limited to instants to do that. I
am not really sure but feel this goes into an
aggro deck. Jury is out on this one, but I
expect it to see some constructed play.
Casual: 2 (just not fun enough)
Great sideboard card against the new Elf combo
and okay against any Cascade deck. Not as good
as Orim's Chant, but it gets the job done in
not expect to see alot of play except maybe some
odd multiplayer decks.
M10 is so creature heavy that Cancel is better
at stopping any bomb they might have, except for
the Stag. I do not see it worth picking first
over several different uncommons and commons. If
you need it for a rare go for it.
Overall a great card.
Michael "Maikeruu" Pierno
Today's card of the day is Silence which is a
really interesting addition to the M10 era of
White control. For a mere one mana you get many
of the benefits of a Time Walk making it a
potentially broken card. It can be used
offensively, of course, when you have the
advantage to prevent a new creature or sorcery
from opposing your army.
It can also be used as a stall tactic in a pinch
or even on your own turn against a Blue deck to
bait out a counter before using another threat.
All in all a very solid and versatile card with
a bargain price.
In Constructed this card can find a home in any
White deck or as a splash in several themes.
Used properly it is a brutally efficient sword,
shield, or smoke bomb. Do keep in mind that it
does little against a bad field position as it
doesn't prevent attacks or non-casted effects.
The key thing to the card in Constructed is the
timing of when to use it. It really should be
played when it will keep your opponent on the
ropes and not just played arbitrarily. Just
because they have cards in hand doesn't mean
they can or will be playing them immediately. To
play this card right you need to study the field
and use it when you can't afford allowing a main
phase spell to resolve.
Basically if the next turn decides the game you
want to play this first.
In Casual much of the above applies, but without
the combinations or sense of fun involved the
card doesn't add the same sense of
accomplishment. In Casual you generally want to
see unusual cards and big payoffs. This card can
help you get to one as a stalling maneuver, but
it isn't the kind of format that appreciates
For Limited the card has some power, but the
more random nature of the cards you and your
opponent have at your disposal prevent some of
the clear cut decisions you would see in
Constructed. It is still useful to block most of
a turn, but much of Limited is centered on
creatures. In sealed this is not enough to force
White without serious support, but it is a very
high pick in Booster. Playing or splashing White
with this in your pool is a solid strategy and
you really don't want someone else turning it
against you were you to pass it for some reason.
Multiplayer is not the best place for this card
despite it saying all opponents. It can work
very well on your turn to stop anyone from
interfering with your plans, but it can only
delay one opponent on their own turn. Still a
playable card, but by no means the powerhouse
seen in Constructed with a single player across
Welcome back faithful readers today’s card may
see a bit of play in monowhite decks and control
decks that utilize white. The ability to rob
your opponents of their options for an entire
turn is a powerful tool for the white mage.
Similar to Orims Chant of past Silence can be
used proactively or reactively to halt opponents
plans. In standard the new slew of great white
cards mean deck space is at a premium. White
decks could be boosted by the inclusion of this
card depending on what other decks are running
to shut down game ending spells such as those
used by 5CC. Cascade is also effected as you can
stop an opponents massive tempo advantage. In
extended, legacy, and vintage this card may also
see a fair bit of play stopping combos and
turning the tide of a match. In casual and
multiplayer it hits everyone so it immediately
improves your advantage as well as allowing your
creatures to attack with no fear of Holy Days or
combat tricks. In limited even stopping one
important spell can change the face of the game
a decent pick if you’re in white. Overall
Silence is a flavorful and mechanically relevant
card to be added to a Core Set and white mages
have tons of powerful new cards to test.