As I mentioned in 
							my first article, I have been playing Magic almost 
							since it came out. I started in the Spring of 1994. 
							At the time, Magic was a phenomenon unlike any that 
							gaming had ever seen. The concept, the mechanics, 
							everything about it was so fresh, yet felt so 
							familiar, it was really a remarkable game. One of 
							the amazing things about Magic is its ability to 
							change. Other games since have tried to duplicate 
							it, but Magic stands alone as a game able to shift 
							without tremendously changing the game itself. Other 
							CCGs only wish they could have no major rules 
							revisions in six years (has it been THAT long since 
							6th Edition came out?!), and still be able to feel 
							so fresh and interesting. For example, look at card 
							types. I've played games that added some new card 
							type every expansion. Magic didn't see a new card 
							type for a whopping nine years, ending the drought 
							when Equipment was introduced in Mirrodin.
							
							Magic's strength lies in it's ability to be molded 
							and have certain aspects be more important than 
							others, dependent on the card pool at any given 
							time. Some people don't like the constant shift that 
							Standard and Block Constructed play involves. For 
							those people, there is Legacy and Vintage formats to 
							fiddle with. For the rest of us, it means a lot of 
							fun. Back in the Summer of 1998, I went to Origins, 
							which is a great gaming convention to go check out 
							should you have the chance. Back then, Magic US 
							Nationals was held at Origins. The day before 
							Nationals started, they held the "meat grinders", a 
							series of single elimination tournaments to give 
							people a last shot at qualifying for Nationals. 
							David Williams had shown me the deck he used in the 
							first grinder, a deck that used Living Death and a 
							new card from Exodus, Survival of the Fittest. I 
							really liked the deck and was showing it to fellow 
							Guildmage (and Pojo writer) Jeff Zandi. To this day, 
							I remember him saying, "I don't know, I don't really 
							like any deck that relies on a five casting cost 
							Sorcery to win the game." Fast forward to modern 
							times, when the arguably best deck in Standard 
							relies on what is functionally a sorcery that costs 
							nine to cast! A nine casting cost sorcery that is 
							often used to search up a five casting cost goblin 
							and an eight casting cost artifact creature, to 
							boot! Block constructed stars creatures that cost as 
							much as ten mana to play. It's pretty awesome how 
							Magic is able to change and adapt and stay 
							interesting for so long.
							
							In light of this, I thought I would take a look at 
							some reprinted cards from the newly-released Ninth 
							Edition set. Some of these cards are better than 
							they used to be, some are not so much so.
							
							Blinking Spirit -- This is an oldie but a goodie. 
							Back in the old days, this was a card used primarily 
							as a stalling creature in Blue/White control decks. 
							In a format with cards like Balance and Icy 
							Manipulator and several undercosted counterspells, 
							this card could easily go the distance on its own. 
							Nowadays, the undercosted counterspells are not the 
							factor they once were, but the existence of Kamigawa 
							block adds a completely new dimension to this 
							creature. Many cards in Kamigawa block have 
							abilities that trigger from a spirit coming into 
							play that could be good with this card. A couple 
							standouts include Haru-Onna, Oyobi, Who Split the 
							Heavens, and Sire of the Storm. The four casting 
							cost is a steep price by today's standards for a 2/2 
							creature, but the ability to repeat spiritcraft 
							triggers that do not require commiting multiple 
							creatures to the board just might be enough to get 
							this creature back into standard play.
							
							Fellwar Stone -- This card was very playable from 
							when it first came out, but eventually became less 
							used as tournament magic sped up through sets like 
							Tempest and Urza's Saga. Today, this kind of good 
							mana acceleration and flexibility is likely to find 
							a home in several Standard decks. The Mirrodin 
							Talismans are played just for their acceleration 
							capabilities in colors like Blue and White which 
							usually do not get acceleration, and Fellwar Stone 
							is a strong candidate to take their places. Thanks 
							to the Pain Lands coming back in 9th, the mana 
							fixing of Talismans isn't as important, so being 
							able to have access to fast mana without pain could 
							possibly get this back on the scene.
							
							Horror of Horrors -- This card was not used in the 
							old days as much because of the terrible wording, as 
							it was simply because it stunk. The wording has 
							gotten streamlined, but this effect is just not 
							enough to make it into constructed play. In a black 
							deck, you're usually not wanting your creatures to 
							get into fights where regeneration would be a 
							helpful addition.
							
							Jade Statue -- Here's a card definitely seeing the 
							effects of time. Many years ago, this was playable 
							in large part because of the prevalence of control 
							decks that liked to use Wrath of God and Balance to 
							clean the board. Wrath of God is still around, but 
							Balance is obviously long gone, and this card's 
							playability is questionable, at best. It's not 
							particularly efficient, being artifact in an 
							environment with more artifact destruction than 
							basic lands in some decks, and the decks are simply 
							not built to incorporate this style of card. Why 
							attack on turn four with a 3/6 when you can wait a 
							turn and be sending in an 11/11 trampler or be going 
							crazy with Kiki-Jiki and Sundering Titan? It's a 
							nice blast from the past, but not likely to be 
							winning any games soon.
							
							Paladin En-vec -- Paladin En-vec is a card that 
							White Weenie strategies absolutely love. It is 
							reasonably costed and has a pile of free abilities 
							on it. In the old days it was a must, and I don't 
							see that changing a whole lot. The only problem with 
							this creature is how it fits on the mana curve in a 
							deck that loves to play two drops. However this 
							could be to its benefit in fighting off a card like 
							Celestial Kirin. 
							
							Shard Phoenix -- Now this is fascinating. This card 
							was a potent part of an old strategy that used 
							Forbid to lock up the game. Today, there's no 
							Forbid, but this card could still see play. I'm not 
							sure about right now, as Tooth and Nail doesn't even 
							care about this card, but after Mirrodin rotates 
							out, Shard Phoenix's ability to do two damage to all 
							creatures could be more of a factor. However, I can 
							see this being an important component in a Black/Red 
							control deck of sorts. Imagine using this and Exile 
							into Darkness in a deck with Mindslicer, for 
							example.
							
							Ninth Edition is a very cool set with a lot of fun 
							new cards. Have fun exploring the past, and 
							hopefully some "old-timers" will be able to take 
							this chance to shine again!
							
							Tim Stoltzfus
							morefuncomics@gmail.com