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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Soul of Innistrad
Image from Wizards.com

Soul of Innistrad
- M15

Reviewed July 25, 2014

Constructed: 3.88
Casual: 4.25
Limited: 4.45
Multiplayer: 4.18

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Deck Garage

Soul of Innistrad

If you can give this thing trample, you'll have quite a fearsome beast. Not that is isn't already a fearsome beast-- it is, after all, the Soul of Innistrad. A 6/6 with deathtouch that isn't too expensive to get onto the board and doesn't require you to sacrifice creatures, pay life, or drink a chalice of goat's blood is a solid end game for most black decks, but the real draw here is the ability. Up to three creature cards, of your choice, for five mana? And it's repeatable? There's your card advantage engine right there. With this in your hand (or even in your deck) you can afford to be a lot more cavalier and a lot more aggressive about trading creatures and fighting through, and then late game overwhelm them with a supply of creatures that just can't be exhausted.

Constructed- 4
Casual- 4.5
Limited- 4.75
Multiplayer- 4.75

David Fanany

Player since 1995

Soul of Innistrad

M15's Souls are very cool, and they provide both the appeal of Magic's past settings and the appeal of flashy creatures. Soul of Innistrad also happens to tie very well into the essential characteristic of Innistrad. (For contrast, I personally would have made Soul of Zendikar have something to do with lands rather than tokens. It's still pretty good, but I would have liked that.) As it happens, that essential characteristic can also result in significant card advantage. It's worth remembering that many black and part-black control and midrange decks use a lot of creatures compared to others of similar archetypes: recall Lorwyn's Makeshift Mannequin decks and the more recent white-black-red decks based on Boros Reckoner and the like. While Soul of Innistrad's card advantage is much slower than a Titan or whatever the superpowered benchmark for competitive Magic is, it is also very difficult to play against for anything that isn't a superpowered competitive Magic benchmark.

Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Soul of Innistrad which is a six mana Black
6/6 with Deathtouch and for five mana can return up to three target creatures from your graveyard to hand and for five mana can be exiled from the graveyard for the same effect.  This is a decent top of the mana curve choice for a mono-Black sacrifice build that is more oriented towards control than speed.   While it nets card advantage with the choice of creatures returned there is a notable investment in mana to play this, or discard it, then use the effect and finally cast the returned creatures.  Even with the lower speed it is quite playable in current formats and adds quite a bit of late game staying power.
In a Limited format this is an excellent reason to run Black in Sealed or Booster that can utterly change the game state by refilling your hand with the creatures lost in earlier turns.  As it is easily managed even if Black is the secondary color and is also a solid creature in addition to the effects the value is quite high in the format.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


Soul of Innistrad
As with all of the soul cards, Innistrad is a 6/6 for 6. Deathtouch, to me, is the least desireable of the basic abilities given to the souls. Deathtouch is more valuable on a little creature that normally wouldn't kill anything. A 6/6? 90% of the time, it's going to kill anything it engages in combat with just by virtue of its 6 power. Occasionally, you'll face down a beefed up 10/10 monstrosity, or be the recipient of a Polukranos going monstrous and you'll be glad of the deathtouch, but most of the time it won't matter.
The ability to return up to three creature cards from your graveyard to your hand could be pretty useful. It's best used in a deck with mostly small creatures, so you can potentially play all three of them again the next turn after using the ability. Used correctly, this could overwhelm an opponent very quickly. Often, though, you won't have three creatures you want to bring back, or you have something other to do with your 5 mana.
Soul of Innistrad is of course a good creature, but I don't see him becoming a big player in the most competitve decks. Casual decks will have a lot of fun with him because huge creatures are more common, making his deathtouch more relevant, and longer games mean more chances to bring back creatures.
Constructed: 3.5
Casual: 4.5
Limited: 4.5
Multiplayer: 4

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