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Top 5 Magic Cards
By J.B. Eissac

Few people realize the complexities of being good at magic and staying good. Magic is a game of strategy where the rules and abilities change anywhere from three to four times a year. To be able to make a deck that is able to adapt to the new sets is truly a difficult task to accomplish. New school magic is extremely tough to exceed at based upon the structure and setup of the game.

New school magic began from the time of the Mirrodin block and continues today through the Ravinca block and the Coldsnap set. The reason for this is the creators of the game are trying to keep each set individual, giving it its own unique abilities and style of play.

With each new set, the new abilities become the primary function of most decks. This is why with each new set the old abilities become scarcer and eventually are forgotten all together. For example modular was a strongly played deck when it was first seen in magic. It was an extremely difficult deck to beat. Now modular is barely seen. It has fallen into the shadows of the newer sets almost forgotten.

For a player to become truly good at magic they must be able to identify the cards and the abilities that will change the game of magic not just solely for the set it comes out in, but for its play ability in sets to come. Great cards may be incredible in the sets they come out in, but you must play them in the right setting which in most cases ends up being just that set.

When I analyze the new age of magic I look at many different things. For one the abilities that have the one thing that allows it to move on past the set in comes from and have an impact on the following sets on blocks. There are also the individual cards that have an immediate effect on the game, one that will last for many years to come. Then there are also the sets themselves, that will have an undeniable effect on the game and change it in ways that no one expects. These three things are the keys to understanding what modern day magic is.

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Top Five- Cards

A lot goes into making a good card that can have an effect on the game long after it was first introduced. The abilities to the card and the costs to play it are the key thing, obviously the more abilities and the cheaper the cost the better. There are other things that must be analyzed in the abilities though. For the most part graft and hellbent are amazing abilities, unfortunately they need other cards with the same abilities that make it worth something to play.

The next thing that should be looked as the creatures toughness and power, whether it can survive without the need for other cards to protect it. A major factor in a card is the way it affects the other players in the game, a card like underworld dreams has all the makings of being a great card, but it must be played in the right conditions or it could mean the end of the game for you.

Going back on looking over all the cards from Mirrodin was actually a really interesting experience. Looking over the cards, trying to decide which were my top five, gave me a new perspective on how good some of the cards actually are. I truly don’t believe that if I had just used a top five off my head I would have come up with a list as close to this one.
Here they are, my top five.

I place Glare of Subdual at number five. It is quite possibly one of the best control cards in the game. It can easily fit into any token deck and serve a dramatic purpose in the game. Add a in a little vigilance and you truly have a lock on the game.

Number four was a tough call for me and originally Djinn Illuminatus wasnt even in my top five. However it can have a crucial place in any blue or red spell deck. With Djinn Illuminatus a counter control deck and a burn deck become extremely more potent. The one draw back is the casting cost, but that can be easily overlooked when it gives all instants and sorceries you control replicate.

At number three is the Avatar of Discord. It’s extremely simple to play and is a potential game winning card. One of the greatest first turn plays in modern day magic, drop a swamp, play a dark ritual, send out the Avatar. In your next turn you swing with a 5/3 flyer, which many people wont be able to block second turn.

The Mirrodin block was made with one purpose, bring a whole new level to the game focusing around artifacts. Wizards had no clue what they got themselves into when they released Iscohron Scepter as an uncommon. Easily making it in the number two spot, the only draw back to the scepter is that you need an instant in your hand 2 or less to play it, in most cases that really isnt that big of a deal.

So whats the number one card in Modern Day magic? The answer might surprise most people, but it truly is on top of the rest. Ethereal Haze comes in at number one, it is one of the easiest cards in the game to play and the effects are ridiculous. If there is a draw back to the Haze its that it costs one white to play. That’s not a draw back though, its structured magic.

So there you have it, in my opinion the top five cards in modern day magic are
1) Ethereal Haze
2) Isochron Scepter
3) Avatar of Discord
4) Djinn Illuminatus
5) Glare of Subdual

Related Links:

Wizards of the Coast

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