Worldwake Set Review – Artifacts, Lands, and Multicolor



5.0: Multi-format All-Star. Bitterblossom. Tarmogoyf.

4.0: Format staple. Mutavault. Baneslayer Angel.

3.5: Good in multiple archetypes, but not a format staple. Ajani Vengeant. Ranger of Eos.

3.0: Archetype staple. Mulldrifter. Scion of Oona.

2.5: Role-player in some decks, but not quite a staple. Rampant Growth. Divination.

2.0: Niche card. Sideboard or currently unknown archetype. Fracturing Gust. (Bear in mind that many cards fall into this “maybe” category, although explanation of why is obviously important)

1.0 It has seen play once. One with Nothing. (I believe it was “tech” vs Owling Mine, although fairly suspicious tech at that.)


5.0: I will always play this card. Period.

4.5: I will almost always play this card, regardless of what else I get.

4.0: I will strongly consider playing this as the only card of its color.

3.5: I feel a strong pull into this card’s color.

3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)

2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)

2.0: If I’m playing this color, I usually play these. (70%)

1.5: This card will make the cut into the main deck about half the times I play this color. (50%)

1.0: I feel bad when this card is in my main deck. (30%)

0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)

0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)

Wrexial, the Risen Deep

Constructed: 1.0

As cool as it would be too wreck people with this guy, the competition at six mana is just too harsh nowadays. He is pretty close to being good enough, but Sphinx of Jwar Isle, Baneslayer Angel, Sorin Markov, and Terminate all are standing in his way.

Limited: 3.5

There isn’t much that can punch through a Wrexial, and he probably takes them to value-town on every attack. His casting cost may be a bit awkward, but if you are already UB or even heavy Blue, you probably are interested in what he has to offer.


Novablast Wurm 

Constructed: 1.0

Seven mana AND it has to survive until it attacks? No thanks.

Limited: 3.0

You definitely get your money’s worth for seven mana here, even if GW is a kind of awkward combination. Definitely not splashable, Novablast Wurm is still going to make the cut in any deck that can cast him.

Amulet of Vigor

Constructed: 2.0

This card obviously begs to be broken, although none of the decks I have seen so far get too close. Various Magosi interactions don’t seem realistic, but Amulet is cheap and has a powerful effect, so I wouldn’t be surprised if something breaks this at some point.

Limited: 0.0

I vigorously recommend against ever playing this in a 40-card deck.

Basilisk Collar

Constructed: 2.0

People are pretty excited about this, and even if I don’t share quite that level of excitement, it is cheap enough that it has potential. If Wall of Denial and Calcite Snapper are big, Collaring up a guy is a great way to bust through.

Limited: 4.5

Vampire Nighthawk is pretty unbeatable, so turning all of your guys into Nighthawks is about as good as you would expect it to be. Don’t pass Basilisk Collar, since no matter what it is going to end up in your deck and no matter what it is going to be sick.

Bojuka Bog

Constructed: 3.0

Bojuka Bog may not be a lynchpin of any particular deck, but it is a good effect at a very cheap price. If your deck can afford some slow Swamps, getting some free Tormod’s Crypts may well be worth it, especially in Extended. Past that, the Bog is a decent if not exciting sideboard card. Having to hit them at sorcery speed is kind of weak, but the cost to play it is pretty low, and it works quite well with Knight of the Reliquary. Bojuka Bog is also very difficult to stop, since none of the current anti-hate cards do anything.

Limited: 0.5

This might get sideboarded in from time to time, but I would never maindeck it.

Celestial Colonnade

Constructed: 3.5

Five mana is a whole lot, but a 4/4 flier is a pretty sick bonus when it comes attached to a ETBT dual land. This new cycle of manlands is insane, since any deck playing both colors is barely going to notice the drawback of ETBT. The activation costs are way higher than any of the older manlands, but adding two colors more than makes up for it, since it reduces the cost to play them so much. I think everyone has gotten the idea by now, but just in case, I will reiterate how good these are: pick them up while they are still on the cheap side.

As for Colonnade specifically, I think it will fit well in a number of decks. UWR was already playing Sejiri Refuge, and the upside to Colonnade is way higher than the Refuge. At this point, non-ally three color combinations that can play eight on-color fetchlands and a bunch of manlands or M10 duals seem like they have an edge in manabase construction over the Shards color combinations.

Limited: 3.5

These lands not only help fix your mana if you are in the two colors, but they also help you splash another color if you are considering doing so. If they are fully on-color, take them really high, and if you are on the fence about splashing, still take them high. Lands that do something, especially ones that tap for good mana, are about as close to being 2 for 1’s without actually being card advantage as you can get.

Creeping Tar Pit

Constructed: 3.5

This assassinates Planeswalkers and opponents alike, even if it can’t block without trading most of the time. I have even considered running this in Extended, although haven’t quite gotten there yet.

Limited: 3.5

Not much to add here; this isn’t much worse than Colonnade.

Dread Statuary

Constructed: 1.0

I know some of you are dreading the thoughts of any more puns, so I will just say that this isn’t good enough for Constructed and leave it at that.

Limited: 3.0

Even if your mana is on the sketchy side, playing Dread Statuary as a 19th land is still insane. Getting to play extra lands while still having insurance against mana flood is always nice, and a 4/2 is pretty big.

Everflowing Chalice

Constructed: 3.0

As a bad Signet, this would still serve a good purpose in Standard, and this is definitely not just a bad Signet. If you ever have the time to play it at 4 or 6 mana, it will enable some pretty sick plays, even if most of the time it comes down as a slightly weaker Mind Stone. Many decks will be interested in Everflowing Chalice, although I don’t think it spawns any sort of Tron-like archetype.

Limited: 2.5

It will be tough to find a deck that isn’t interested in Everflowing Chalice, although some decks definitely will want it more than others. To be fair, if your deck really wants Everflowing Chalice, you probably didn’t draft a very good deck, and I’m speaking from experience. Don’t use the Chalice as an excuse to play infinitely expensive cards and you should be fine, since just accelerating you from two to four is already pretty sweet.

Eye of Ugin

Constructed: 5.0

When Rise of the Eldrazi comes out, I fully expect this to be the centerpiece of the new best deck in every format. For now, it obviously does nothing.

Limited: 0.0

Having a total blank in Limited isn’t too bad, especially since it doesn’t pop up too often, being Mythic and all.

Halimar Depths

Constructed: 2.5

So far I have been a little unimpressed by Halimar Depths, despite it looking pretty awesome. I’m not saying it’s bad, or anything of the sort, but there are a lot of good lands that enter the battlefield tapped, so it has some stiff competition. If your manabase is made up of fetchlands and you are playing Treasure Hunt, Halimar Depths is likely going to make the cut. It is a little difficult to cast Cruel Ultimatum with too many Halimar Depths and basics in your deck, which is one of the problems I have with it.

Hammer of Ruin

Constructed: 1.0

I don’t foresee many pieces of equipment getting ruined by this. Manriki-Gusari was one thing, but having to get damage through is completely another, without even mentioning the fact that Jitte is no longer in the format.

Limited: 3.0

This is unreal in Sealed, since most decks will have a piece or two of equipment, and it isn’t much worse in Draft. It isn’t an automatic slam by any means, but if you have enough small or evasive guys, well, it’s hammer time.

Hedron Rover

Constructed: 1.0

Hedron Crab’s position as the best “Hedron” card in Constructed is safe for now.

Limited: 3.0

Hedron Rover doesn’t block very well, just like every single other card in this format. It bashes effectively, and isn’t a card I anticipate leaving on the bench very often. Four is a little unwieldy, but if you need more on the top end, it does the job.

Khalni Garden

Constructed: 2.5

If there is Polymorphing to be done, it will invariably involve Khalni Garden. Natural Order might even get in on the action, since getting a dude for free goes a long way in making those sorts of strategies viable. I don’t think it will get used overmuch as a pure speed bump, but decks that can use a 0/1 profitably are going to play it.

Limited: 2.5

Not a high pick by any means, Khalni Garden is an auto-play in Green decks. There aren’t many ways to really go nuts with a 0/1 Plant, but I guess if you have a ton of equipment you could prioritize this a little higher.


Constructed: 1.0

Sailing lessons are a bit pricey apparently, and definitely out of the range of most Constructed decks.

Limited: 2.5

Sending in Territorial Baloths and the like is pretty effective; giving Welkin Tern +1/+0 is not. If you have a bunch of large-ish ground guys, Sailing over the top is what you want to be doing with them.

Lavaclaw Reaches

Constructed: 2.5

Definitely worse than the rest of the cycle, Lavaclaw Reaches is still good enough to see some play.

Limited: 3.5

Still worse than the others, but still very good.

Lodestone Golem

Constructed: 3.0

Most of his rating is due to his awesomeness in Vintage, although I wouldn’t be too surprised if some Standard decks might run him. If you can accelerate the Golem out, it delivers quite the beating; Time Walk plus a threat is not bad.

Limited: 3.0

Straight up Juggernaught is pretty good, and the Sphere of Resistance effect is going to help you more than it should help them, since you by definition have at least one huge guy on the table. This is just another way to crush them when you are on the play.

Pilgrims Eye

Constructed: 2.0

It took a while, but Civic Wayfinder eventually saw a decent amount of play in Constructed. Pilgrim’s Eye might be a little smaller, but giving other colors access to the effect makes it fairly likely that some deck will want this.

Limited: 3.5

Even in a two-color deck with good mana, getting a 1/1 flier and a land is still pretty awesome. Once you start splashing things or trying to play triple-colored spells, Pilgrim’s Eye moves up the list, and probably shouldn’t get passed for much beyond removal or exceptionally good creatures.


Constructed: 2.0

As awesome as this was in its previous incarnation, creatures may have changed just a little from 1996. That being said, land-spells are always good, and this can deal with protection guys and the like.

Limited: 3.0

I would normally just count this is a spell and play 19 or 20 land, which is sweet. It does a good job of killing little evasive dudes, but usually not until later turns. It isn’t exceptionally exciting, but it should always make the cut. This is also one of the best reasons to take Grim Discovery a bit higher, so keep that in mind.

Raging Ravine

Constructed: 3.5

This is the front-runner among the new cycle, and gets even filthier when you can activate it multiple times. Red-Green is even a good color combination right now, so expect to see this guy plenty.

Limited: 3.5

Raving Ravine is also the sickest in Limited, and becomes unstoppable quite rapidly.

Razor Boomerang

Constructed: 1.0

Cool name; terrible card.

Limited: 0.5

The Boomerang is way too slow to really be worth maindecking; Viridian Longbow this isn’t. I still would keep this in mind when sideboarding, since if they have a ton of awesome 1-toughness dudes you could bring it in.

Seers Sundial

Constructed: 1.0

Jayemdae Tome and all its variants haven’t been relevant in Constructed for quite a while.

Limited: 2.0

I want to rate this higher, but I just know that it is too slow for most draft decks. If you end up in a stalled sort of game it will break it open, but that doesn’t happen very often in Draft. Sealed, sure, but not Draft.

Sejiri Steppe

Constructed: 2.5

This has two uses that I can think of, and one of them is even good! Using this with Ruin Ghost seems pretty sketchy, mostly because I don’t see Ruin Ghost being good enough, but this plus Knight of the Reliquary seems pretty real. Making Knight into a psuedo-Mother of Runes is nice, and just shows how cards like Knight just get better as time passes.

Limited: 2.5

It is somewhat difficult to use this really effectively, since if they have two colors of creatures you aren’t getting anywhere. Insanely sick with Ruin Ghost, this still should help push through damage at most points in the game.

Smoldering Spires

Constructed: 2.0

Teetering Peaks is a pretty nice one, but it is possible that Smoldering Spires deserves a slot too. Blocking isn’t all that popular, and a lot of the guys Red hates have Shroud, so I doubt Peaks is going anywhere, but Spires is somewhat interesting.

Limited: 3.0

Much easier to use than the Steppe, Spires leads to some sick turns. Aggressive (read: any) Red decks should treat this as a spell, and pick accordingly.

Stirring Wildwood

Constructed: 3.5

Knight of the Reliquary just got a new friend, and a pretty sizeable one at that. The low activation cost on this is pretty nice, and definitely makes it more interesting.

Limited: 3.5

Having a defensive ability is a bit awk, since you have to leave mana up and they can just not attack you, but the low mana cost of activating this makes it reasonable. That, and the fact that you can just bash them with a 3/4 instead.


Tectonic Edge 

Constructed: 3.5

Wasteland might have been a bit too good, seeing as a new version with multiple strictly-worse drawbacks is still going to be an impactful Constructed card. Tectonic Edge is yet another land that strains your manabase, but the reward is pretty meaningful. Killing manlands and keeping them off expensive spells is almost good enough to be worth a spell slot, so this will see play in many decks.

Walking Atlas

Constructed: 1.0

Exploration this is not, even if the ability is quite powerful. This needed to be a non-creature artifact to be useful, since if it is important they will just kill it.

Limited: 1.0

This is the sort of card that shouldn’t be in 90% of the decks people put it in, but insane in the other 10%. If you have a ton of sweet landfall abilities and ways to put lands in your hand, go nuts. Worst comes to worst, you can block Surrakar Marauder (which makes the Atlas a solid sideboard card).

Top Five Multicolor/Artifacts/Lands for Constructed

5. Halimar Depths/Bojuka Bog
4. Everflowing Chalice
3. Lodestone Golem
2. Tectonic Edge
1. Manlands (with the good four making fun of Lavaclaw Reaches the whole time)

There are some pretty sick lands in this set, which is understandable since one of the themes is that “land matters”. Wasteland, manlands, spell-lands; all of them are good and all of them will see significant play in Constructed. There even is a sick card for Vintage, even if I will only see it on the other side of the table. Overall, Worldwake has a lot of good ones, although Smother being the only really relevant Extended card is a bit disappointing.

I’m pretty excited for GP Oakland, seeing as I live 10 minutes (walk) from the site, so next week I will be sure to have plenty to say about that.


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