Type II’s Power Nine
Dave Marshall
Everyone knows about the Power Nine in Type I – the most
famous and expensive cards in the game of Magic. (For those that don’t know,
they are: Black Lotus, the 5 Moxen, Timetwister, Time Walk, and Ancestral
Recall.) Saying that nothing exists on that level in Type II would be a waste
of typing, so let’s not do that, shall we? That’s not to say, if you examine
the environment of the format, that Type II doesn’t have its share of powerful
cards.
I am careful not to say “best” when describing these nine
selections, because that’s a very selective term, and it’s hard to judge a
card’s “goodness” over its potential impact on the game. After all, many of the
Power Nine of Type I aren’t near the best cards in the game, though all are
extremely good.
The cards were evaluated on their efficiency – that is, what
they do for their cost (both mana cost and otherwise.) They were also evaluated
on the potential advantage they can generate, both card number wise and board
position wise. Finally, taken into account was the card’s impact on the
metagame as a whole. So, with those provisions, below are my choices for the
nine most powerful cards in Type II.
9.
Urza’s Rage
The two grand archetypes of decks are Control and Aggression.
Urza’s Rage, while not the most efficient damage dealer at 2R for 3 damage, has
its perks, and those perks are the reason it just cracked this list. The most
salient feature of the Rage is that it can’t be countered – eat that,
Counterspell wielders! And perhaps the less useful but flashier perk is that,
for a mere 12 mana, it deals 10 damage to the target of your choice, and there
is nothing in the game of magic that can do anything about it. A more
assertive and stylish way to end the game there is not.
Why it’s #9: While the kicker is cool, it’s unlikely,
and if you aren’t playing against control, 2R for 3 damage just isn’t that
great.
8.
Upheaval
Upheaval is one of those rare cards that can turn a losing
situation into a win one turn later. Reset buttons are always a good thing, and
not only is Upheaval a decent bargain at 4UU, it also manages to clear the
board of one card type that most reset buttons do not – Enchantments. Goodbye
Moat, hello Psychatog that will beat you down for 20 points next turn. Upheaval
is a core card in several decks in Type II at the moment, and almost single
handedly wins games. Anyone who’s played against an Upheaval deck can tell you
why it’s on this list.
Why it’s #8: It’s the other cards in your deck that
make Upheaval good, pure and simple. Plus, it’s not the most thrilling card to
draw in your opening hand.
7.
Mystic Enforcer
Now this is a bad@ss. A 6/6 protection from black flier at
threshold, for only four mana, is one of the most efficiently costed
creatures Wizards has ever printed. You’d think that would have some kind of
drawback, but you’d be wrong. Dead wrong. Even without threshold, a 3/3 with
protection from black, arguably the best color in Type II right now, is still
not a horrible deal. A thresholded Enforcer can, and does, win games.
Why it’s #7: You need seven cards in your graveyard
to make him truly fearsome. You need to play white, which is easily the worst
color at the moment. Plus, a quick look at my #4 pick is the best explanation
for why this beast doesn’t rate higher.
6.
Pernicious Deed
This is, without a doubt, the best reset button currently in
Type II, and the case could be made for it to be the best reset button ever
printed. It costs 3 mana, making it much faster than Upheaval if you need it to
be. It leaves your land in play, giving you a gigantic advantage over an
opponent who’s over-extended himself. It nukes at instant speed, so it trashes
those threats you just have to eliminate before your turn. Its best
feature (as if those previous ones weren’t good enough already) is that it
nukes selectively. You choose what it destroys, which puts it right on the
verge of being broken.
Why it’s #6: One word: Bind. Not to mention, it’s an
enchantment, leaving it prone to destruction before you’re ready to set it off
yourself.
5.
Counterspell
So here you are, tapping all your lands, feeling elated.
You’re about to play the card that will clinch the game. Bam! You lay it down
and wait for the look of defeat on your opponents face. Only…they tap two islands
and make like your spell was never cast. Anyone who’s played against a good
control opponent can tell you it’s like playing a game of Mother, May I. If
they don’t want it cast, it won’t be cast. Counterspell is probably the most
utilitarian spell, in existence, and if you casually forget a certain uncommon
from Legends, probably the best counter. Sure, Absorb and Undermine are great,
but that third colored mana can mean the difference between you stopping a
threat and losing. A control deck likes to see a Counterspell no matter what
the stage of the game is – just as much as the opponent hates to see it.
Why it’s #5: Counterspell does nothing to actively
win the game. Counter all you want, but you still have to win somehow.
4.
Chainer’s Edict
Potentially the sleeper of the list, Chainer’s Edict is a
card of which this writer believes we have only seen the proverbial tip of the
iceberg. It’s untargeted removal for a cheap 1B, and you can flash it back.
Chainer’s Edict has single handedly altered the metagame of Type II – either
you play a lot of creatures, or you play none. It is an auto inclusion in any
deck with swamps, and many non-black decks will splash for it, and any deck not
using it has to take into account its existence. Meddling Mages are suddenly
relegated to the sideboard of blue/white control. After all, what use is it to
name Chainer’s Edict just so you can keep him in play? May as well have had an
Island in your hand. Decks with one creature as a win condition just aren’t
feasible anymore, even if that creature is Iridescent Angel. The impact on the
metagame this unassuming uncommon from Torment has had is huge, and torment has
been Type II legal for a grand total of…two weeks.
Why it’s #4: You’re staring down a Shivan Wurm. You
cast Chainer’s Edict…just to have them off one of their Birds of Paradise. One
of its biggest strengths (the fact that it’s untargeted) is also its biggest,
though only, weakness.
3.
Flametongue Kavu
This is pure card advantage octane, folks. With this
Planeshift uncommon, you can have your cake and eat it too. Not only can you
off 95% of the creatures in the format, you get a 4/2 body out of it, and all
for a mere 3R. From Alpha to Torment, you rarely see much better efficiency in
a creature, and it only costs one colored mana, making it extremely splashable.
Decks that are otherwise mono color splash red just for good ol’ FTK. The more
of these you draw, the better your chances of winning, and I’ll put my money on
that one.
Why it’s #3: There are times your opponent has no
creatures. Those are the times you really don’t want to draw Mr.
Flametongue.
2.
Call of the Herd
For 2G, what can you get in today’s Type II? Sadly, not a
whole hell of a lot. Well, except for a 3/3 Elephant, which is a pretty good
deal by most standards, though nothing to write home about. However, when you
use the same card the next turn to put another 3/3 in play, the
card just starts to get sick. You can counter the Call, but it just comes back.
You can burn off one of the elephants, but you’re using one card to kill ½ of
an opponent’s card. You can use it late game when you’re stalling out to give
you that extra 3/3 kick. Four of this hard-to-come-by Odyssey rare nets you
eight 3/3 tokens – and if you do the math, that’s more than enough to kill
someone.
Why it’s #2: Well, it would be the best card
in Type II, if not for…
1.
Fact or Fiction
It is this writer’s opinion that this card is the Mayor of a
quaint little suburb known as Brokenville. This card does absolutely
everything, and then it kicks your opponent in the face and does some more. It
thins your deck out. It draws cards – and lots of them. It gives you the best
card(s) in your next five draws, at instant speed. It makes your opponent angry
and exclaim how much they hate Fact or Fiction and how it should be banned. And
it does this all for 3U. Yeah, that’s right, it’s cheap and only takes one
colorless mana, which makes it splashable. The fact that it was recently
restricted in Type I should give you some indication of its power. There is
absolutely nothing bad about this card.
Why it’s #1: Sorry, weren’t you reading what I just
said?
Honorable
mentions…
These are the cards that, to borrow a bad line from A
Knight’s Tale, were weighed, measured, and found wanting…if only just.
Psychatog: This little guy came very close to making
the list, but in the end came up just short. If this article had been written
two months ago, he would have definitely been on there, but Chainer’s Edict
takes away a few of this grinning psycho’s many teeth.
Grim Lavamancer: While an excellent card, it’s not
feasible that you can feed him every turn, and the fact that he’s a 1/1 makes
him about as hard to get rid of as a mosquito.
Ichorid: There are a lot of decks that can’t deal
with a recurring 3/1, unfortunately, there are a lot that can.
Haunting Echoes: Few cards have as much impact on the
game than this one does, but the problem is its an expensive 5 mana that
generates you purely virtual advantage – if you’re being beat down by a swarm
of creatures, the Echoes is just about the last card you want to draw. It also
doesn’t warrant inclusion in any deck that isn’t built especially for it.
Plagiarize: Much like I wrote about the Edict, we
haven’t even seen the tip of the iceberg of this card, and already it’s making
some waves. I fully expect it to ripen like a fine wine.
Spiritmonger: Definitely one of the better creatures
in the format, indeed, one of the better creatures in Magic, I’d rather have a
Mystic Enforcer in play. A Squirrel’s Nest can keep him at bay indefinitely.
Yawgmoth’s Agenda: I don’t think this card, much like
Plagiarize, has yet seen it’s full potential. Personally I think it’s a card
just waiting to be broken in half.
So that’s that. I hope you’ve enjoyed my article, and I
invite all comments, criticisms and (however unlikely) praise to
dave@22xband.com.