by ElspethFTW, Old School Duelist ![]() Emrakul's Evangel from Eldritch Moon has spent much of its life as a bulk rare. But as some Commander players have shown through playing him in various decks, he has a lot of potential. For a 3 drop, the Evangel can sacrifice himself and a bunch of your dorky creatures and turn them into an army of Eldrazi Horrors! The power swing that he can effect with a single tap is quite relevant. While his ability is a bit too slow for competitive Constructed play, at the kitchen table, he packs quite a punch! The Commanders that have utilized his tap ability the most are Meren of Clan Nel Toth and Prossh, Skyraider of Kher. Prossh seems the more natural fit, as he brings with him a number of 0/1 Kobold tokens equal to his converted mana cost. Getting at least 7 3/2 Horrors for only 2G and a tap is pretty significant. Add to that many Prossh decks play Purphoros, God of the Forge, so that's often going to be 14 damage to each opponent! Keep in mind that Prossh brings more tokens into play each time he's cast from the Command Zone, so the Evangel's ability becomes even better! Meren decks are more concerned with the war of attrition, and winning that war through reanimating a creature every turn. It's incredibly relevant that you're often going to get 2 or more activations of the Evangel a game in a Meren deck more often than you ever would in Prossh, where it's more often a one-shot effect. In Meren, you're playing Dictate of Erebos and Grave Pact to take advantage of your sacrifices, forcing opponents to sacrifice a great many creatures when you play Evangel and use his ability. Also, when creatures die, Meren gets you more experience counters, meaning you can reanimate bigger stuff on each of your upkeeps. Fun times! Another really good fit for Emrakul's Evangel is Mazirek, Kraul Death Priest. Giving each one of your creatures a +1/+1 counter when any permanent is sacrificed is very strong. The only issue is that the tokens themselves don't benefit from Mazirek's ability, as the counters are placed on creatures before the tokens ever resolve. While it's not perfect synergy, he still works in the deck, regardless. Pretty much any token based deck that's good at spitting out 1/1's can use Emrakul's Evangel. Rhys the Redeemed decks, for example, can use anthems such as Glorious Anthem and Dictate of Heliod to make the Horrors even more deadly. Also, Cathar's Crusade, one of the best +1/+1 counter producers in the game, triggers for each creature that enters the battlefield. If you make 10 tokens, you get 10 +1/+1 counters on each creature you control, including the tokens themselves! Seems like a natural fit to me! There was speculation that the Evangel could play well in a Standard environment along with the potent token producer Secure the Wastes. That never came to fruition. But Secure the Wastes sees play in Commander, so It's rather likely that Secure the Wastes and the Evangel will be played alongside one another for years to come. The Evangel is a great creature for Commander and it's really not seeing nearly the play that it should!
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Magic the Gathering (MTG) - Hanweir Battlements and Hanweir Garrison - Eldritch Moon Card Review6/27/2016 ![]() Early on in the Eldritch Moon spoiler season, curious Magic players were treated to a powerful Legendary Creature that appeared to be the back side of a flip card. As it turns out, Hanweir, the Writhing Township is much more than any flip card. It’s actually a combination of two other cards, Hanweir Battlements and Hanweir Garrison, one a land and the other a creature. Let’s see if these other two cards stack up to being worthy of using the new Meld mechanic to create this monstrosity. Obviously, The Writhing Township is a lot to be excited about. A 7/4 with trample and haste, after all, is nothing to sneeze at. But it gets better. Whenever, The Writhing Township attacks, it brings along two 3/2 Eldrazi Horror tokens onto the battlefield tapped and attacking. It’s like a super Hero of Bladehold, and that card was a monster in its Standard days - and even still sees play in Modern. There is precedent for this type of card to be good. Hanweir Battlements is a decent utility land. It produces colorless mana and also for the price of one Red mana can tap to give a target creature haste. That alone is pretty good. Hanweir Garrison is actually similar to the Writhing Township in that it makes tokens when it attacks, except they are 1/1 human tokens. As a 2 / 3 for only three mana, though, the Garrison is definitely playable.
How do we meld them into a Writhing Township? There’s a 5 mana ability on Hanweir Battlements that you can activate if you control a copy of Hanweir Garrison. You then exile both cards and put the Writhing Township into play. Both cards are playable on their own, which is definitely a plus. Hanweir, the Writhing Township looks to be an absolute game-ending bomb. This is definitely a Meld card to be excited about. The fact that both pieces of it could work in an aggro deck meant we would see this combo in Standard play. Eldrazi Aggro and some builds of Red Deck Wins played a full playset of Hanweir Garrison and one or two copies of Hanweir Battlements. These were winning decks, too, so the combo was strong as expected. Since their rotation from Standard, both cards have consistently shown up in Zurgo Bellstriker Commander decks, especially in 1-vs-1 Commander. Both the Battlements and Garrison show up all across the Commander format separately, as well, but often still in the same decks. While not quite staples, they are widely played and still hold some value because of it. It's cool to see cards that make such a powerful combination be so useful on their own. This was a great design job by Wizards. ![]() Blessed Alliance is a perfect example of a card with the Escalate mechanic which was new and unique to the Eldritch Moon set, the second of two sets in the Shadows Over Innistrad block. Right away, players saw this card as a strictly better version of Celestial Flare with its ability to force an opponent to sacrifice an attacking creature. Celestial Flare is a card that already saw play in Standard sideboards at the time, and that card costs double White (WW) instead of 1W. But, Blessed Alliance can do a lot more than that, and is far more than a Celestial Flare with upside. It can also gain a player 4 life or untap up to two target creatures. Best of all, with Escalate, you can pay an additional 2 mana to get each additional effect. For just 5W, you can get all three effects out of one card. As we’ve seen in many past Standard environments, gaining 4 life can actually be pretty relevant, and untapping creatures can be a great combat trick. Blessed Alliance was especially good in Shadows Over Innistrad/Eldritch Moon Limited, as there were some huge creatures in both Shadows and Eldritch Moon that often were attacking alone. In Standard, the obvious use for Blessed Alliance right away was as a counter to Eldrazi strategies. It would punish players attacking with their big Eldrazi Titans like Ulamog, the Ceaseless Hunger. But it was a card that could do a lot more than that. The versatility of a card with three abilities was well known with cards like Dromoka’s Command in recent sets. Blessed Alliance looked to be a winner straight away. As a card that saw a good amount of Standard play, and has even worked its way into Modern and Legacy, just how good is Blessed Alliance? How Does Blessed Alliance Work? Escalate is an interesting ability that allows you to activate additional modes of a card for a relatively small cost. Just choosing a single ability on Blessed Alliance for two mana is good enough, but being able to choose two for 3W or three for 5W makes this card good at all stages of the game. Blessed Alliance and other cards with Escalate always have the same converted mana cost (CMC), no matter if you choose to pay for other options. Also, cards that would cast cards without paying their mana costs still require you to pay additional costs for Escalate. For example, if you can cast Blessed Alliance without paying the 1W, you still have to pay 2 more colorless mana for each ability you want to activate. However, if you have a way to reduce a card’s casting costs, those reductions can include paying for Escalate costs. So if you had a way to reduce the casting cost by 5 colorless mana, you’d only pay W and get all three abilities. Really, though, most of the time you’re playing Blessed Alliance to force your opponent to sacrifice a creature. The cool thing is that if your opponent is attacking with multiple creatures, you can actually wait until after damage with the end of combat step to actually cast Blessed Alliance. Say your opponent is attacking with a 5/5 and a 3/3, but you only have a 4/4 able to block. You can block and destroy the attacking 3/3, let the 5/5 do the damage, but after damage, cast Blessed Alliance at the end of the combat step and take care of the 5/5. While this hurts, you get to remove both attacking creatures. Likely, you’re also paying an extra 2 mana to gain 4 life, taking a lot of the sting out of the hit you did take. Unfortunately, you can’t choose to untap creatures, then force your opponent to sacrifice after damage is dealt, because all of the Escalate abilities must resolve at the same time. Still, cast correctly, Blessed Alliance can often swing a game in your favor. Why is Blessed Alliance Good? There are a lot of cool tricks you can do with Blessed Alliance. As a card that can play multiple roles in any given game, even if your opponent may be expecting you to cast Blessed Alliance, they won’t know when or how you may decide to use it. It can be a combat trick, a way to destroy an attacking creature, a bit of incidental lifegain, or some combination of the three. Let’s see some ways that Blessed Alliance can be good. Blessed Alliance in Standard During its time in Standard, Blessed Alliance first saw a lot of competitive play in Orzhov Control, a deck that featured the powerful Brisela combo of Bruna, the Fading Light and Gisela, the Broken Blade. Ironically, Blessed Alliance wasn’t very good in the mirror match between Orzhov Control decks, because the 9/10 Brisela would prevent you from casting spells with a converted mana cost of 3 or less. But, the Orzhov Control deck played other strong creatures, and Blessed Alliance was a lot better than the Celestial Flare control decks used to play, often in the sideboard. Blessed Alliance was a decent card against the swarming Collected Company decks that dominated Standard for awhile. Not only could it take care of an attacking creature, but you could simultaneously untap your own creatures to allow them to block and even gain an additional 4 life, which could buy you a turn. Later, with the release of Kaladesh, Blessed Alliance would become a staple in various other Control decks, especially U/W Control and Jeskai Control. Torrential Gearhulk was really popular in these decks, and it was pretty good with Blessed Alliance. While Gearhulk’s ability couldn’t pay the Escalate costs for free, you could still choose to pay the additional 2 mana for each ability if you wanted to. Getting an additional use out of Blessed Alliance was pretty sweet, even if you were just to gain 4 life or untap up to two creatures. But, since Torrential Gearhulk has flash, you could even Blessed Alliance for the Celestial Flare effect, too. Blessed Alliance saw play all the way until the end of its Standard playability is Approach of the Second Sun combo decks. Being a slower deck that required you to cast two copies of Approach of the Second Sun in a turn to win the game, Blessed Alliance bought you valuable time. Blessed Alliance VS Emrakul There are two versions of Emrakul that we could be talking about here. One is the original Emrakul, the Aeons Torn, and the other is Emrakul, the Promised End, which was so strong in Standard that it was actually banned in the format! Of course, Blessed Alliance saw the most play against Emrakul, the Promised End. Despite Emrakul, the Promised End having protection from instants, Blessed Alliance gets around this by not targeting a creature to sacrifice, but instead the player. So, even though your opponent still gets the cast trigger of the Promised End to take your next turn, if they attack into a Blessed Alliance, they’re still losing their 13/13 flying trampler, and that’s a major hit. Likewise, Emrakul, the Aeons Torn can be sacrificed using Blessed Alliance, although your opponent is likely still taking an extra turn (if it was cast) and you’re still going to be hit with the Annihilator trigger on attack (forcing you to sacrifice 6 permanents). So, while Blessed Alliance certainly isn’t going to turn things around, it will deal with the offending 15/15, even if Emrakul then returns to the deck after being sacrificed. While it’s not the perfect answer to either incarnation of Emrakul, Blessed Alliance will prevent you from taking a whole ton of damage to the face. Blessed Alliance in Modern Blessed Alliance has become a handy main deck instant in a variety of Modern decks such as Boros Nahiri, U/W Control, R/W Prison, and Esper Midrange. It’s usually seen at one or two copies per deck. Like with Torrential Gearhulk in Modern, Blessed Alliance is pretty good in decks with Snapcaster Mage. Although Snapcaster can’t cast Blessed Alliance for free, you can still pay the Escalate costs for additional effects, even when using flashback. Also, since Snapcaster has flash, you can reuse Blessed Alliance at instant speed. Decks that continue to use Blessed Alliance in the sideboard include Green/White Collected Company, Bant Knightfall, Blue/White Control, Bant Eldrazi, Blue/White Spirits, and more. Blessed Alliance VS Death’s Shadow One deck that people like to play Blessed Alliance against is Death’s Shadow. Since the “gain 4 life” option can target any player, you can actually give your opponent 4 life. The reason this is relevant is that the deck’s namesake creature Death’s Shadow becomes more powerful the lower its controller’s life total is. It’s a 13/13 for one mana, but it gets -X/-X where X is its controller’s life total. So, if you can increase your opponent’s life total enough to make its power and toughness 0/0 or less, you can essentially destroy it. However, if you choose the option to force your opponent to sacrifice a creature while your opponent controls two or more creatures, your opponent still can choose the Shadow as the creature to sacrifice (even as a 0/0 or less) as it still exists as a legal target as Blessed Alliance resolves. Of course, you could also use the lifegain option to make it small enough for you to kill with burn, or make it small enough where one of your creatures can block and destroy it; the untap option of Blessed Alliance comes into play here. So, yes, Blessed Alliance is a useful card against Death’s Shadow.. Blessed Alliance VS Hexproof Blessed Alliance is actually very good against Hexproof. In Modern, there are a couple of decks that play hexproof creatures. Spirits have Geist of Saint Traft and there’s Bogles with Slippery Bogle and Gladecover Scout. While Geist of Saint Traft brings a 4/4 Angel with him when he attacks, Blessed Alliance can still work. You have to cast Blessed Alliance in response to the token trigger, which forces the attacking player to sacrifice the Geist before they can create the Angel. The same is true for creatures like Brimaz, King of Oreskos and Hero of Bladehold that bring tokens with them. It’s a timing thing. In the case of Slippery Bogle or Gladecover Scout, though, as long as they’re attacking alone, Blessed Alliance deals with them instantly. Blessed Alliance vs Infect Like with Bogles decks that rely on pumping up a single creature in order to do a bunch of damage, Infect does something similar. As their creatures can often gain hexproof through the use of cards like Vines of Vastwood, Blessed Alliance is a very useful way to cost your opponent a bunch of resources if your opponent attacks with a lone creature. While the lifegain option won’t ever be that relevant against infect decks, you may find yourself in situations where you’ll be using the untap creature option, too. But if the Infect player attacks after using a few pump spells with only one creature on their board, you can really blow them out with casting a Blessed Alliance. Blessed Alliance vs Timely Reinforcements When building a sideboard for Modern, some players wonder if Timely Reinforcements is a better card to sideboard than Blessed Alliance. Honestly, both cards are worth sideboarding as they play somewhat different roles. Timely Reinforcements can gain you six life, create three 1/1 tokens, or both. That’s a lot of value for 3 mana. But, Timely Reinforcements is a slower card at Sorcery speed. Still, it creates card advantage. Blessed Alliance is more of a combat trick that can create card advantage. Both are solid sideboard cards, but Blessed Alliance is better against decks that often have creatures attacking alone. Timely Reinforcements is better against decks that like to swarm the board. They actually work well together in the same deck, so it really just comes down to the specific matchup. Blessed Alliance and Isochron Scepter Any time there’s a useful one-mana or two-mana instant printed, players will ask if it’s good with Isochron Scepter. The Scepter has the ability to imprint an instant with converted mana cost 2 or less onto it. You do this by removing the card from the game. Then, by paying 2 colorless mana and tapping the Scepter, you may copy the imprinted instant card and play the copy without paying its mana cost. The cool thing about cards with Escalate is that you can still pay the additional costs even when the card is being copied like with Isochron Scepter. You don’t have to pay the 1W in this case, either. So, yes, Blessed Alliance and other cards with Escalate - like the extremely powerful Collective Brutality - do work well with the Scepter. In fact, here’s a Boros Isochron Scepter deck that includes four copies of Blessed Alliance in the sideboard. Blessed Alliance in Legacy While it hasn’t become a staple in Legacy, Blessed Alliance has made some appearances in top Legacy decks such as Esper Mentor, U/W and U/W/R Stoneblade, Maverick, Deadguy Ale, and Eldrazi and Taxes. These decks would often play two copies in the main deck. It hasn’t seen much play in the format since 2017, though. Blessed Alliance in Cube Building and drafting cubes has become one of the most fun ways to play Magic. As a card that can serve a variety of roles in a draft deck, Blessed Alliance is a good card to put into a Cube. While it isn’t quite as strong in Limited as it is against particular archetypes in Constructed, it’s still a card that people will draft. It’s good against holding out against burn and aggro strategies, as it can essentially negate almost any burn card thrown at your face and buy you a turn or two against creature-heavy decks. Blessed Alliance may not have become the Eternal staple that its Black cousin in Collective Brutality has become, but it’s a useful card that’s definitely playable in Modern and even Legacy. It even sees play in the occasional 1v1 Commander deck. While Blessed Alliance is basically a dollar uncommon, foil copies of Blessed Alliance command north of $8 a piece, as it’s a card that will probably see Modern play forever. Gisela and Bruna are two of the trio of Legendary “Powerpuff Girls” first featured in Avacyn Restored. Both have become very popular in Commander, and Gisela saw Standard play at one time. We’ve already seen the third Legendary Angel of the trio Sigarda in Shadows Over Innistrad. Now, these two are mono-White creatures that do something that we'd never seen before in Magic. If Gisela and Bruna are on the battlefield at the same time, they get to “meld” into a new creature called Brisela. I am definitely not making this up. Let’s look at them individually first. Gisela, the Broken Blade is a 4 mana 4/3 Legendary Creature with flying, first strike, and lifelink. That’s pretty good on its own. But at the beginning of your end step, if you both own and control her and Bruna, the Fading Light, you get to exile them both and meld them into Brisela. But, more on that in a minute. Bruna, the Fading Light costs 7 mana to cast, but she’s a 5/7 with flying and vigilance, and has a really powerful ability. When Bruna enters the battlefield, you get to return a target Angel or Human creature from the graveyard to the battlefield. That is just as good as it sounds. This means you can bring Gisela, the Broken Blade back to the battlefield from the graveyard very easily. So, now, we get to see what these two get to meld into. ![]() These two Angel Horrors, clearly quite corrupted by Emrakul’s influence, become an Eldrazi Angel called Brisela, Voice of Nightmares. She’s a 9/10 with flying, first strike, vigilance, and lifelink. But she’s more than just a big beater. Brisela also has the ability to prevent your opponents from casting any spells that cost 3 mana or less. This includes most removal spells and completely shuts down many strategies. Obviously, on paper, this trio looks extremely good. Gisela, the Broken Blade is probably good enough on her own to see play. Bruna, the Fading Light is well worth the 7 mana, too. The melding concept is quite fascinating. So, just how often would these two actually become Brisela? Brisela, Voice of Nightmares in Orzhov Control As it turned out, not only were Gisela and Bruna fairly playable in a mid-range White/Black Control deck, but being able to become Brisela were pretty much worth playing both of them. Gisela was fairly easy to remove with her 3 toughness, but because you could just cast Bruna to bring her back, that wasn't really an issue. The deck archetype, often called Orzhov Control, but perhaps more appropriately called B/W Angel Control, saw lots of success playing two copies of Gisela and one to two copies of Bruna. It also played two copies of Archangel Avacyn and the very powerful planeswalkers Gideon, Ally of Zendikar and Liliana, the Last Hope. While the deck certainly didn't need to meld a Brisela to win, it certainly didn't hurt when it happened. The deck also played Thalia's Lancers, which made it easy to search out whatever Legendary Creature you wanted. Later, some Mono-White Eldrazi decks ran one copy each of Bruna and Gisela. There would also be Boros Angels and Bant Angels decks that would incorporate some Humans in the mix and actually run 3 or even 4 copies of each Bruna and Gisela. Gisela, the Broken Blade would see play on her own in winning Azorius Aggro decks. And in some very competitive White Weenie lists, you'd sometimes find a copy of each Bruna and Gisela. Melding into Brisela gave typically small creature decks an explosive win condition. Throughout their time in Standard, Gisela and Bruna would pop up in one-ofs in other aggro decks, too, just because Brisela was just so difficult to answer. After rotating from Standard, neither Gisela nor Bruna has seen any competitive play. However, their presence in EDH is another story! Bruna, the Fading Light in EDH / Commander As a Commander, Bruna is really nothing special. But in the 99 of other commanders, that's a different story. She's become a staple of Kaalia the Vast decks that focus on Angels. Really, she's good in any deck where you want to reanimate any Human or Angel for 7 mana. Plus, she's a 5/7 flyer with vigilance, so she's a pretty formidable body on the battlefield, too! Gisela, the Broken Blade in EDH / Commander Like Bruna, Gisela is an auto-include in many Angel Tribal decks, especially Kaalia of the Vast. According to EDHrec, Gisela sees play alongside Bruna in over 85 percent of possible decks. Their meld combo is just that good, even in Commander! Value-wise, Bruna and Gisela are quite different in terms of price. Bruna, the Fading Light is a dollar rare with foils in the $5 range. However, Gisela is north of $6 with foils surpassing $15. This wide disparity in value stems from the fact that players bought far more copies of Gisela who saw more competitive play in Aggro decks than Bruna. Gisela was also a $10 card for a long time. So, while they almost exclusively see play together now, there are just many more copies of Bruna still available on the market. Bruna, the Fading Light and Gisela, the Broken Blade are definitely cards you want to have around if you plan on playing any Angel tribal decks. They may not be seeing competitive play outside Commander anymore, but they had a good Standard run and their meld into Brisela is still a frightening thing to stare down whenever it hits the table. by Richard Rowell, Gaming Successfully Staff Eldritch Moon is already looking pretty good as a follow-up to the extremely popular Shadows Over Innistrad. We already have a couple of strong Legendary Creatures, both of which should see plenty of play. The third card is quite interesting and could prove to be useful in Standard. Let's take a look. ![]() Of course, we have to start with Emrakul. She's back in a big way. While this is no Emrakul, the Aeons Torn in terms of overall power level, this is quite a powerful Eldrazi. The most interesting part about Emrakul, the Promised End is that she costs 1 less to cast for each card type among cards in your graveyard. Potentially, she could cost as little as 5 mana if you have all 8 card types in the graveyard (Artifact, Creature, Enchantment, Instant, Land, Planeswalker, Sorcery, and Tribal. However, Tribal was only a thing in Lorwyn, Morningtide, and Rise of the Eldrazi, plus one Tribal card for Rebels in Future Sight. So she will only cost as little as 6 in Standard. However, in Modern, since All is Dust is playable, you could potentially have all eight. Also, like the infamous Tarmogoyf, she counts card types, so if a card has multiple card types, she counts each of them. So, a 13/13 with flying, trample, and protection from instants seems like quite a bargain, especially since you'll pretty much never cast her for the full 13 colorless mana. But the Promised End does something particularly spectacular. When you cast her, you gain control of target opponent during that player's next turn. Essentially, you get a Mindslaver effect. In Modern, that is one of Tron's main win conditions. This effect is great, and is similar to the original Emrakul's ability to take an extra turn. But there is a drawback. Your opponent, if that opponent survives that is, gets to take an extra turn, too. Then again, it's pretty hard to deal with a 13/13 flyer. The cast trigger makes Emrakul, the Promised End a creature that you really have to think about when you cast her. In many situations, you'll be able to just end the game. You just need to be sure that giving that player that extra turn won't cost you. Still, there's a lot to love about this new Emrakul and she'll definitely see play in Standard, if not Modern, and elsewhere. I'm curious to see how she fares in Commander, as the original Emrakul is banned. I could see her doing damage pretty much anywhere that she goes. Also, consider that if she comes to play but isn't cast, you don't have to worry about her ability. There's a lot to think about when brewing with the Promised End. Kitchen table and Commander players alike have been clamoring for a Werewolf Legendary Creature for some time. Ulrich of the Krallenhorde not only fits that bill, but is a pretty strong creature with two powerful flip abilities. Whenever Ulrich enters the battlefield or transforms into Ulrich of the Krallenhorde, target creature gets +4/+4 until end of turn. So it's actually possible to make Ulrich an 8/8 at times. If that ability wasn't already good, Ulrich, Uncontested Alpha gets to fight a target non-Werewolf creature you don't control every time he transforms. Being a 6/6, this is going to take out just about anything. There's a lot of value here. On top of that, even though Ulrich is legendary, you can technically have one Ulrich of the Krallenhorde and one Ulrich, Uncontested Alpha on the board at once, as long as they don't ever "see" each other when they are flipped to the same side. As good as Ulrich looks, in regular Constructed play, being a 5-mana Legendary Creature is going to mean you can't play the full 4 copies. In Commander, Ulrich should be extremely powerful. Finally, Werewolf Tribal has a strong leader. ![]() While definitely not as exciting as the other two cards, Coax from the Blind Eternities could actually prove to be pretty good. Not only can this Sorcery get an Eldrazi card from your sideboard into your hand (much like Glittering Wish and the other Wishes from Judgment), but it can even get an Eldrazi out of exile. One of the best ways to deal with Eldrazi in Standard is Stasis Snare, which can exile the creature at instant speed. But with Coax from the Blind Eternities, you can simply get that Eldrazi back to your hand. This feels good. It could either see a good amount of play, or none at all. Tutoring up an Eldrazi, or any Tribal Eldrazi card for that matter, seems well worth 3 mana. Many Eldrazi decks already play blue mana so it doesn't seem like much of a stretch to include this. Whether it ends up in the mainboard of some Top 8 deck or simply as a sideboard option will determine its eventual value. So far, Eldritch Moon is off to a strong start. Obviously, the best cards are usually going to be spoiled first. But as Shadows Over Innistrad was already a big hit, and blocks only have two sets now instead of three, there should be a lot of value packed into this concluding sequel to the new Innistrad block. |
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