Innistered: Crimson Vow – Spoilers Part 2!
We continue our review of some of the spoilers released for Crimson Vow. Also this week we focus on different constructed formats.
We'll start with a card that might prove strong in Standard:
Hamlet Vanguard
1/1 for three mana with Ward 2 is not what you want from Hamlet Vanguard, but build the deck to get a 5/5 for 3, with Ward 2. To maximize the chances of that we need to fill the play with early Humans. Humans for one mana are not that plentiful, but to maximize the chances of Hamlet Vanguard, you may have to look among less strong cards like Archpriest of Iona and Chaplain of Alms. 2-drops, on the other hand, there are many strong cards to choose from: Luminarch Aspirant, Kathilda, Dawnheart Prime, Thalia, Guardian of Thraben and Werewolf Packleader are all good options. But it is the start of a good curve and there are many more 3-mana creatures that are current. There is potential for an aggressive Humanslek and hopefully it can (in some form) compete against Izzet and Monogreen.
Hero's Downfall
Translation:
1BB
Instant
Destroy target creature or plainswalker
A strong removal spell that went from Rare (in Theros) to Uncommon. Three mana to kill a creature or plainswalker and is an instant has been viable in the past and should be playable in Standard and is already a role player in Pioneer. In Commander, it's a card I definitely want to have access to whether I'm playing mono-black, black-blue or black-green.
Path of Peril
A cheap (or expensive) sweeper. Here we have an example of the new mechanic Cleave. Cleave is very similar to Kicker as the effect is amplified if you pay a more expensive cost. Paying three to kill all small creatures on border or paying six to kill everything means that the card is effective several rounds of the game and it's not as bad to start the match with two copies in hand when the game starts. In Commander, however, there are so many options (especially in white) that are better, so I'm guessing that Path of Peril won't make a special impression there.
Abrade
Another reprint that was important in Standard last time (Hour of Devastation). It was then an effective answer to strong Vehicles like Heart of Kiran and Skysovereign, Consul Flagship and now the card returns to deal with Esika's Chariot. The problem with the Cat Cart is the two cats it comes into play with. If you destroy Esika's Chariot with Abrade, the opponent still won from that exchange.
Necroduality
A 4 mana mythic that copies your undead zombies you play is fine for many Zombie decks (as long as they don't focus on getting tokens out). Having them become copies is much stronger than just getting 2/2s that we might be more used to. It is important to remember not to play too many legendary zombies with this card as you will have to sacrifice the copy (or original).
Glorious Sunrise
This enchamentment's effects are relatively weak for five mana, but its strength lies in its flexibility. Having the choice between ramp and draw every turn sounds enticing. If you have nothing to do with your mana - draw cards, if you have a lot you want to do this turn you choose mana ramp. It will also happen that in practice this card is not as expensive as it says on the card, you pay 5 to play it but get back 2, as one of your lands can give +2 to mana. Just using your turn in Commander to play an enchantment that will survive until the next turn to start giving bonuses doesn't usually feel good, but with this you can either get to draw a card the same turn or afford to play something more of the same round if you are sitting with six countries in play. Green has a lot of enchantmants with card draw effects, but the fact that this can help you in more ways might make it take a place in green decks.
It was part of this week's interesting cards. We'll be back next week with cards from the Commander decks we raised eyebrows at. Then a new competition is also promised!
Have a great time!
/The wedding cod