If you draw this early, you can pick off an attacker and start smashing the opponent. That’s enough for me, and should prahv to be a card you’ll always be happy to run in Azorius. was the Gatecrash to Guilds of Ravnica's Return to Ravnica. The opponent’s worst creature is often pretty bad, and especially at 3 mana, this will trade down for a 2-drop all too often. You won’t want to run multiples unless the format features a ton of gigantic monsters. The asterisk there indicates that some decks just can’t play this card. This card lives up to its name. Still, the rate on this is quite good, and I suspect it’ll be a card you’re happy to play. Top 8 Cards from Ravnica Allegiance. A 3/3 flyer for 5 doesn’t need a whole lot more to be good, and a 2-point drain life certainly gets it there. Note that the green ability puts your lands at risk, so it’s not just sending in a 4/4 token if you use it. It isn’t a card that actually does anything, and my first impulse is to take it about the middle of the pack. I believe Electrodominance will have the most success in a Green Wilderness Reclamation deck. is a really sweet 2-drop. She’s unpredictable and that makes Prime Speaker Vannifar very dangerous. Bankrupt is exactly what you’ll be if you base your plans on this. MTG – Prime Speaker Vannifar EDH/Commander Deck Tech for Magic: The Gathering!Click this link for the deck list: http://bit.ly/VannifarCMDR WE HAVE MERCHANDISE! Electrodominance their face for 8 and then cast a free. I may just be projecting, but wow does this card look good. It’s all about sending a message, and afterlife on ensures that something is getting through. From what I’ve seen, most Rakdos decks will be fiending for this, and it also fits nicely into Orzhov. Sacrificing two creatures is way too high a cost, so I’d leave this to the Constructed masterminds to break. Sometimes you just want to refill your hand and deck with cards as a game drags on. It’s just too hard to make use of the extra mana, and spending a card on this isn’t great. With Electrodominance, untapping with Niv becomes a lot easier. A double spell card, both the Revival and Revenge sides of this card are quite good. In a deck with 14+ creatures, this is a fine way to get some card selection in. Either way, I’m in a frenzy thinking about getting decks with two or three of these, as they are huge threats at any point in the game. You get to kill just about any creature you want, and the +2/+2 means that you often have a nice attack afterwards. All emails include an unsubscribe link. I’m actually a little cooler on X-spells than most people because Limited is fast enough these days that they aren’t deal-10s, but Electrodominance gives you such a tempo boost that I’m into it. It’s also a nice last-ditch defender, as it can step in front of two huge monsters and buy you a ton of time. It eats a creature, pings them for 2, and leaves you with a 4/3 body in return. Captive Audience is a big, dumb, flashy spell and I love it. This card is awesome in both form and function. This makes Lumbering Battlement so scary, as it lets you effectively re-do all your “Enter the Battlefield” triggers once it leaves play. In a heavy adapt deck, this card is nuts. Follow Us. If you are two colors, I like picking up Gates over solid playables, but don’t heavily prioritize them. It fills out your curve, but is not a priority at all. This isn’t the best in a control deck, as it’s not great when you are behind, but in any midrange or aggressive deck it will do good work. Judith Even though you cannot cast both parts at once, Revival/Revenge offer enough utility to slot into most control decks running these colors. A cheap enchantment, the first ability lets you just place +1/+1 … As is, it takes a ton of mana to get going, which makes it hard to use this and defend yourself. Cheap looting is great, and gaining life can help stabilize. Plus, the combo with Dagger Caster is very real, and quite effective. I don’t even like Rampage of the Clans as a sideboard card because giving them a 3/3 Centaur for each thing I blow up is a horrendous deal. This doesn’t cast Last Breath Set aside the dream of having multiples of these because it won’t happen enough to change the value of the card. The average deck will play this, and aggressive decks full of creatures will rally love it. You don’t need to spectacle Spawn of Mayhem for it to be incredible. Speaking of which, let’s take a look at Reclamation. I’m a little less high on this in Gruul decks, but it’s cheap and flexible, so it’s not the worst even there. What cards are on your Top 8 list? The activated ability here is expensive, but a 1/3 menace for 2 is a great way to get spectacle going. As expensive as Azorius Skyguard is, the effect is worth it. It’s never amazing, but cards like this do a great job of making sure you have enough playables. It enables spectacle cheaply, chips at the opponent’s life total, and in a longer game, can get card advantage from the black ability. Perfect for multiple deck archetypes, Wilderness Reclamation opens up a ton of additional options for how you approach a game. I’d slam this in any deck looking to lean on flyers, which is definitely Azorius and sometimes Simic. I really like this card. High Alert is unplayable in most decks and doesn’t even seem that great if you build around it. That makes this a premium uncommon, and a card any deck will be interested in. If you’re willing to work a bit for it, you can make a hard Esper Control deck work, but you’ll have to decide if you’re willing to Shock yourself into oblivion or not the first couple of turns. I’d be fine speculating on this in general, and would be excited to have it in most Gruul decks and some Rakdos decks. The biggest risk with this is a Pacifism effect, as you lose the Battlement and all of its passengers. Once you have 3+, Goblin Gathering becomes the real deal, and even gives you a reason to run some of the go-wide payoffs. Awaken the Erstwhile is one such card; on its surface, it’s symmetrical, but in reality, it’s anything but. These herald the end of raze, I suppose, and the message gets across loud and clear. Thrash is an efficient removal spell, and isn’t even a fight card—your creature just pummels theirs. If you untap with Wilderness Reclamation, you can float five mana on your end step, resolve the Reclamation trigger, and make five more mana for a total of ten mana on Turn 5. Knight of the Last Breath By itself, Goblin Gathering is a little below rate. It’s like a Beast Whisperer that is almost unkillable, and all it asks is that you don’t run a bunch of duplicates. If there’s a RB midrange deck in Standard, you’d better get used to seeing this card across the table from you. This card just seems absurd, and impossible to beat unless you’re overwhelmingly behind when you play it. Check back soon! You mostly want this as a 4/4, but there are definitely games where the haste mode is better. But finally, finally, a hard wrath has returned to Standard (and it even has the word “wrath” in it!). You also get a 3/5 body out of the deal, which is pretty great considering you already got value from the mana ramp. If you land it and win a combat, having a +1/+2 and vigilance left over is huge. You can also just add it as a finisher in  Bant “Pillow Fort” deck. The activated ability is very powerful, and once you get to 8 mana it is almost unbeatable (especially given that you have a 5/5 flyer in play). The rating here is tricky. Instant-speed unconditional removal for 3 mana is a steal, and this even shuts off activated abilities. This is the bread and butter of blue commons, just disgustingly eel-flavored. Like many of the other Rakdos cards, this also plays nicely with combat tricks since the opponent will probably want to block it. Wilderness Reclamation and Electrodominance are really, really strong, and if they’re played together, you can do completely absurd things early in the game. That makes this a mediocre playable at best. I guess you can use this defensively, unlike Trumpet Blast, but that’s not what I’d call a burning change. A 2-mana counter that buffs one of your units and has +1/+1 counter synergies is great, but UU means you won’t be able to cast this turn 2 some of the time, and that’s a big hit. It doesn’t get much better than this. The cost goes up as you try and cast more of them, but having one will be excellent. Once you have 5+ Gates it becomes a sick threat and can take over a game with ease. There are also a couple other scattered death triggers around, and she works with those too. Rakdos decks seem pretty into this. If you’re able to build a deck around a symmetry-based card that breaks the symmetry, you can end up with very, very powerful effects. With these abilities combined, this is a windmill slam. The numbers don’t look impressive, but it’s a consistent source of pressure, and being able to sacrifice it for a four-turn boost is quite good. Sentinel’s Mark is an extremely punishing trick. There are matchups where this will be one of your best cards and matchups where it won’t do a lot, but overall I suspect it’ll be worth a slot. I don’t think Eyes Everywhere is particularly good. 2/2s for 2 with no abilities don’t quite maaka the cut these days.

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