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Article=15761
This past weekend was the Shadowmoor prerelease. To those of you who
attended, I hope you had as much fun as I did. To those of you who didn't,
shame on you because Prereleases are awesome. They bring everyone out
of the woodwork all the way down to the most casual of players, and that
gives the room an energy that few other events can match. For me
personally, they represent a rare opportunity for me to see many of the
people I've met during my six years of competitive Magic but who have
fallen away from the PTQ circuit. Of course, it was also the world's first
chance to play with Shadowmoor cards themselves, and those cards are
the subject of this article.
The short answer is that those cards are not in Shadowmoor. Mark
Rosewater hints at the long answer in this article, although it's pretty well
hidden. His message boils down to this: the harder a card is to play, the
better it can be. Normal gold cards are harder to play than mono-colored
cards, so they can be better than similar mono-colored cards and still be
balanced. This is why we have such fond memories of cards like Vindicate,
Putrefy, and so on - they're awesome and splashy, but they can be that way
only because take a serious commitment to two colors before you get
access to them. Hybrid cards, on the other hand, are easier to play than
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Mark offers two ways to power up hybrid cards without upsetting the
balance. The first solution is to make color matter mechanically, which
Shadowmoor does in the form of cards like the cycle of enchantments, the
cycle of Duos, and so on. This can also take the form of using both of the
cards' colors in mana costs of activated abilities, or having non-hybrid cards
care about colors. The second solution is to overload on hybrid mana
symbols, which is what is done on cards like Wilt-Leaf Cavaliers and the
cycle of Lieges. Keeping in mind the tradeoff between ease of casting and
card power, a card that costs (G/W)(G/W)(G/W) is about as difficult to cast
as something that costs 1GW so it can be just as powerful as the exciting
gold cards that we are used to.
I read the previously linked article way before the full spoiler was revealed,
so I expected both of these solutions to show up in big numbers at all
rarities. This was not what happened. The set explores much of the design
space of the first category of card in the commons, with an astounding
thirty-five commons that care about the color of other cards in play and on
the stack. On the other hand, the only non-rare cards that have three or
more multicolor hybrid mana symbols in the cost are Loamdragger Giant,
which is so expensive that it hardly counts, and the cycle of cards that cost
exactly three hybrid mana that includes Wilt-Leaf Cavaliers and Boggart
Ram-Gang. These latter five cards are some of the splashiest cards in the
set, which is not a surprise because they are so hard to cast. However, it's
fairly rare that you'll encounter one of those cards in Limited because that's
only five of the set's eighty uncommons. The other cards with that many
hybrid mana symbols are rare because they are actually rares, so this
solution to the hybrid card power issue is not explored very fully.
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Because of the overall lowered power level of the common hybrid cards,
Shadowmoor Limited games go longer than Lorwyn limited games. This has
two consequences. The first is that cards that might previously have been
too expensive are now just fine. The card that taught me this was Pale
Wayfarers. My pool in the first flight I played had one, and I almost didn't
play it because I thought that the world was too fast for a seven mana 4/4. I
was very, very wrong, and it turned out to be the best card in that whole
deck. It did a pretty good job of playing Morphling with its protection ability,
and the ability to play both offense and defense at the same time was
enormous. Furthermore, it was never stuck in my hand until the end of a
game, because my games always went long. It's likely that things will speed
up as the world learns how to value cards properly, but I suspect that things
will still move slowly compared to Limited formats in recent history because
the cards are just less powerful. Feel free to include your expensive and
swingy cards during deckbuilding, because you'll probably have the time to
play them.
As a side note, this also applies to cards that you'll have a hard time casting
in terms of color as opposed to total mana count. For example, my last
round opponent in the second flight I did was playing straight red-green, but
also included an Oversoul of Dusk. When he finally cast it in our first game,
I thought to myself that he must be crazy to play a card that effectively cost
GGGGG in a deck that couldn't have had more than eleven or twelve Green
sources in it. However, if you instead think of it as something that costs
seven or eight mana, it compares very favorably to the Pale Wayfarers that
I just finished raving about. A seven or eight mana 4/4 may not be the most
exciting thing in the world, but having protection from three colors has a
good chance of being extremely relevant, especially when even
Green-White decks will have Red and Blue creatures in them. That
opponent had a Scuttlemutt and a Devoted Druid, so those along with ten
Forests makes the Oversoul a reasonable inclusion.
The other consequence of the increased length of games is that cards that
give you repeating effects become much more important. This is a similar
phenomenon to what happens in Core Set Limited, where card advantage
is hard to come by and anything that has an effect multiple turns in a row is
pretty exciting. Happily, Shadowmoor is different from Core Set Limited in
that it is very intricate and tricky, but the comparison still is fairly applicable.
Obviously cards like Silkbind Faerie and Trip Noose are going to be good
regardless of the Limited format you find yourself playing, but as the day
went on I saw repeating effects that were more and more minor winning
games. One card that surprised me was Gnarled Effigy. Early in the day,
one of my opponent could have completely dismantled me with one, but
happily he chose not to. I also saw good friend Jake Meiser win multiple
games in the main event with his two Leechridden Swamps in stalled
games. Of course, repeating effects that aren't minor become even more
awesome than before as well. I had both a Seedcradle Witch and an Oracle
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of Nectars in my second deck, and those cards were really good at taking
over the long games that I ended up playing.
A specific point that I would like to make completely out of context is that
there are seven very playable artifact creatures and one playable
equipment at common, in addition to a number of uncommon artifacts that
are impressive. Because of this, you should not hesitate to play exactly one
Gleeful Sabotage maindeck in Sealed. You might even try Smash to
Smithereens, although there are enough enchantments around that Gleeful
Sabotage is much more likely to find a target. Gleeful Sabotage may even
be maindeckable in Draft, but I can't say for certain because we've only had
the cards for one day as of this writing.
I had not seriously thought about much of the above before Saturday
morning when I and everyone else in my flight was able to tear into
Shadowmoor cards for the first time. Everyone in the room seemed to be
complaining about the quality of their Sealed pools, which I found bizarre at
the time but now understand. Of course, there were also those people out
there who happened to open multiple copies of cards that get their power
from overloading on hybrid mana symbols, and playing against the cycle of
Avatars and incredibly efficient three-mana creatures quite clearly
demonstrated to me that that is where much of the set's real power lies. Any
Constructed deck that uses Shadowmoor's color will likely draw from those
cards.
As a set, Shadowmoor will take some getting used to. It is a far cry from the
multicolor blocks that we have seen in the past, and the less-stringent
hybrid mana costs that the set is built around make it play more like a
strange version of Mirrodin block than a true multicolor block. Each player is
capable of playing more of the available cards than normal, but not all of
those cards will be good for them and the skill will be in deciding which of
those cards are best. In the end, players who respond most effectively to
Shadowmoor's incentives to stay true to exactly one color pair will have the
most success, and really this is no different from any other set. However,
developing an early understanding of this will give you a head start on your
competition.
Tom LaPille
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