Rise of the Eldrazi Set Review – Blue

 

Today we have Blue, so let’s get to it! As usual, the rating scale is as follows:

Constructed

5.0: Multi-format All-Star. Jace, the Mind Sculptor. Tarmogoyf.

4.0: Format staple. Bloodbraid Elf. Baneslayer Angel.

3.5: Good in multiple archetypes, but not a format staple. Raging Ravine. Oblivion Ring.

3.0: Archetype staple. Sprouting Thrinax. Goblin Guide.

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

2.0: Niche card. Sideboard or currently unknown archetype. Celestial Purge. (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.)

Limited

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%)

 

Aura Finesse 

Constructed: 1.0

A combat trick involving Auras”¦yeah, this isn’t exactly what I think of when I look for Constructed playables.

Limited: 1.0

If you have a ton of Auras, then this is a decent trick, with the potential for some nice blowouts. Then again, if you have a bunch of Auras, that usually means your deck is kind of bad, since I would want at least five or six before playing this, and that is way too many Auras.

 

Cast Through Time 

Constructed: 1.0

Cards like this (Eye of the Storm, Maelstrom Nexus) always have prohibitively difficult casting costs, which makes sense, because the effect is certainly broken. As cool as it would be to double up on Cruel Ultimatum (or even just Lightning Bolt), paying seven mana up front is going to keep this out of tournaments.

Limited: 0.0

Any deck that has enough awesome spells to really make use of this can probably just win with those same awesome spells. Waiting until you resolved and untap with a seven-mana permanent that doesn’t affect the board to cast your removal is sketchy at best, and even then you have to wait another turn to reap the rewards. Cute, but if you want to double up on Flame Slashes and the like, just take Echo Mage.

 

Champions Drake 

Constructed: 1.0

If you have a guy with three level counters on it in Constructed, you are probably bashing them, and adding a 4/4 flier to the mix isn’t going to help much. I can just imagine swinging with this and whatever leveler you pair with it, getting the leveler Terminated, and watching my Champion’s Drake ping them for 1. If the upside was much, much bigger (say, a 6/6 flier), then maybe, but still probably not. Removal is just too good and prevalent in Constructed to play such situational guys.

Limited: 2.0

The Drake is decent in some decks, but not most. A 1/1 flier isn’t terrible, and a 4/4 flier is worth putting up with the times when he is only a 1/1. I would play this guy with 3 or more levelers, and once you have 5 or more he becomes quite strong.

 

Coralhelm Commander 

Constructed: 2.0

I can see this fitting into Legacy Merfolk, since once Merfolk has Aether Vial going, it doesn’t usually have a use for its mana. The Commander is a pretty efficient creature even when not pumping other Merfolk, and adding another good beater to the squad is never a bad thing. I don’t think the cards are there to make a good Merfolk deck in Extended, but if there is one, he will be Commanding them.

Limited: 4.0

His rating pretty much ignores the Lord effect, since who cares about pumping other Merfolk when you have a 4/4 flier that bashes on turn four? Six total mana for a 4/4 flier is insane, and making it payable in one mana installments makes this guy quite the absurd threat. Plus, every now and then they will attack a 1/1 into your now-1/2 Enclave Cryptologist, since the last ability on the Commander is so marginal.

 

Crab Umbra 

Constructed: 1.0

You would think I would get crabby, having to write stuff about cards that will never see Constructed play, but I somehow find a way to amuse myself while doing so.

Limited: 1.0

One of the weakest Umbras, since making a guy into Horseshoe Crab is not going to break many games wide open. I find it funny that this set has multiple cards that are from or reference Urza’s Saga, like this and Heat Ray, since I have been drafting a fair amount of Saga online recently. Even if you do land it on a guy with a useful Tap ability, paying three to untap it severely limits the brokenness, making me not too excited overall. Still, an Umbra is an Umbra, and if you have a bunch of awesome creatures and they don’t have any bounce spells, protecting them is good (and this particular Umbra gets around Narcolepsy, which is one of the best answers to Umbras).

 

Deprive 

Constructed: 2.5

There are a lot of things going on with this card, so let me get to them. First of all, it’s a hard counter, which for two mana, is a big deal. The least we have been able to pay for a hard counter even in Extended is three mana, which is just not what you want to be doing. The drawback of returning a land does make Deprive tricky to use though, since you can’t just slam it on turn two and expect to proceed with your game as planned. That limits Deprive to some specific uses: You can play it in a control deck that wants to back up its big spells with a cheap counter, usually mid to late game where returning a land isn’t a big deal, or you can play it in a deck with such a low curve that returning a land isn’t a problem at any point in the game. What you can’t do is play it in a slow deck with the plan of using it as early defense, since that is just counterproductive. There are times when the turn two or three Deprive is going to be the play, but playing four copies and planning on it is asking for trouble if you intend on playing four or five drop spells. At the end of the day, it’s a hard counter for two mana, and I would be surprised if no deck wanted it.

Limited: 3.0

I played multiple copies of Deprive in both my Sealed decks on Saturday, and was happy to do so. Sure, sometimes it was in my opening hand and a bit awkward, but when many of the good cards in the set cost 6+ mana, having a cheap hard counter is awesome. I would probably not want more than 2 of these in most decks, but even 3 would probably be good against some decks. Countering an Eldrazi that they sacked 4 spawn to cast is pretty nice, lemme tell you.

 

Distortion Strike 

Constructed: 1.0

Distortion Strike is going to break the UW mirror wide open, Strike your Knight of the White Orchid and kill their Jace, then next turn kill their Elspeth!

Limited: 1.5

In an aggressive deck, Distortion Strike is pretty sweet. Doing 2x+2 damage, where x is your largest creature’s power, for just one mana is definitely something a beatdown deck is interested in. I wouldn’t imagine it is necessary in Blue-White decks because of all the evasion they have, but when Blue is paired with any of the other colors, particularly Green, the Strike gets dangerous. Be careful not to play this in decks that don’t want it, since much like Glory Seeker, that is an easy way to give up value.

 

Domestication 

Constructed: 2.0

Control Magic effects have always seen Constructed action, since stealing a guy is a very powerful thing to do. Sower of Temptation, Threads of Disloyalty, even Mind Control and Vapor Snare; all have their uses as maindeck or sideboard cards. Domestication is an interesting addition, and fills quite a different role than Mind Control. Unfortunately, it can’t take Baneslayer Angel or Malakir Bloodwitch, which are among the most common targets for Mind Control, but shaving a mana off the cost means you could play it in matchups where Mind Control is too slow. I don’t think this will replace Mind Control in most decks that are looking for the effect, but I don’t want to completely write off any Control Magic variant, since they have been almost universally played.

Limited: 4.0

Just like all Control Magics are decent in Constructed, they are all windmill slams in Limited. Domestication may not be nearly as bomby as something like Mind Control, since it can’t permanently steal anything too enormous, but it still is a Control Magic, and should be treated as such. The Umbras do make it weaker than it looks, since they can always Umbra up whatever you stole, which will kill the Domestication, although you do get to hit them once. Worst comes to worst, you can steal a guy for a turn, which might let you sacrifice it or attack past it.

 

Dormant Gomazoa 

Constructed: 1.0

Every set has a few Constructed sleepers, but this is not what I mean when I say that.

Limited: 0.0

It would take quite a few targeted spells to make this ok, and I just don’t think there are enough to support it.

 

Drake Umbra 

Constructed: 1.0

Five-mana Auras need to be stealing a guy to make them worth looking at, and turning a guy into a huge Path to Exile target is not worth draking a second look at.

Limited: 3.0

This is one of the Umbras I can get behind. Making a guy an enormous and granting evasion, all the while protecting it from the first removal spell, is worth five mana and a slot in your deck. Even in UW, a color combination that has plenty of evasion, Drake Umbra is a beating. I expect this to end most games it’s cast in short order. That being said, it is still an Aura and it still costs five mana, so be careful not to get blown out by a removal or bounce spell if you can avoid it.

 

Echo Mage 

Constructed: 1.0

If you want to cast two Lightning Bolts in Constructed, just play more Lightning Bolts. You can add as many good removal spells to your deck as you want, so trying to get this guy going to double them up is a losing proposition.

Limited: 2.5

Even if you don’t have a ton of spells to copy, your opponent might, and a [card]Hurloon Minotaur[/card] is usually fine on its own. I went off pretty well with this at the prerelease, since copying Staggershock and then rebounding it and copying it again is filthy. If you do have enough spells, this guy is a high pick.

 

Eel Umbra 

Constructed: 1.0

What protects your guys better, an Eel Umbra or a Negate?

Limited: 2.5

This Umbra functions in the opposite manner from most; instead of slamming it down as soon as possible to prevent future removal, you slowroll it to stop a removal spell most of the time. A solid combat trick and a potential blowout, I like Eel Umbra and don’t think I would cut it too often. Imagine sending a 2/3 into a 3/3 and dropping this, not only do you win the combat you still have the protection of an Umbra sitting on your guy!

 

Enclave Cryptologist 

Constructed: 2.0

A little better than Merfolk Looter in most Constructed decks, Enclave Cryptologist is still not really good enough to see a lot of play. Archivist is a pretty powerful creature, so if you can protect it until it becomes one, it should win you the game in short order, but for the most part Jace is just going to fill that role better.

Limited: 4.0

Looters have always been great in Limited (well, Zendikar aside), and it is very easy to upgrade this Looter into a card that wins the game on its own. I was extremely impressed by this at the prerelease, and wouldn’t take much over it.

 

Fleeting Distraction 

Constructed: 1.0

I wanted to think of something really clever, but I kept getting distracted, so instead you get this.

Limited: 1.5

Bandage of sorts is somewhat useful, and the interaction with Valakut Fireboar is particularly nice. In fact, I would side this in anytime you see a Boar, since this is already quite playable as is. I would say it doesn’t always make the cut because the effect is pretty minor, but replacing itself means that it is never dead.

 

Frostwind Invoker 

Constructed: 1.0

Invokers have yet to see the light of play, and there have been a fair amount of them. I guess the combination of “solid Limited body” and “eight mana bonus activated ability” doesn’t translate to “Constructed playable”.

Limited: 3.5

This cycle of Invokers is much more exciting than the original ones, at least in the case of Blue and White. The five-mana 3/3 flier with an upside is always good, and this upside is particularly fierce. Sending your Eldrazi and assorted Green monsters to the sky is pretty dangerous, making Frostwind Invoker demand answering before then.

 

Gravitational Shift 

Constructed: 1.0

This card isn’t actually that far from playable in Constructed, since the –2/-0 ability is quite powerful. Sadly, the number in the upper right corner really rules out any Shifting, but it probably came closer than it looks.

Limited: 1.0-3.0

Ah, another variable rating. In this case, the variable in question is the number of fliers you have, since this is either terrible or awesome, depending. Most decks with 8+ fliers are already awesome, and adding this will make them much more so. Luckily, it is doubtful that anyone else will take this, so feel free to try and wheel it.

 

Guard Gomazoa 

Constructed: 1.0

Gomazoas need to pick it up if they ever want to see 60-card play, since this is basically just a worse version of Wall of Denial. Dying to a Lightning Bolt is not worth the one point of power, leading to yet another disappointed Jellyfish.

Limited: 3.0

I’m defensive by nature, and this card is right up my alley. It is a Fog Bank (see, Saga again!) that bites back, and makes it very difficult for them to field effective attacks. It might not really stop Eldrazi, but then again, what does?

 

Hada Spy Patrol 

Constructed: 1.0

I had a joke all ready to go, but then I realized I used it already.

Limited: 3.0

My worst punt of the day was against this card, as I didn’t realize it gained Shroud at the last level. I declined to kill it on my turn, instead tapping out for something else, and promptly died to it. The Patrol beats down pretty hard, and even protects itself when fully leveled, making it a decent high pick.

 

Halimar Wavewatch 

Constructed: 1.0

Is it a problem when none of the modes are worth playing in Constructed?

Limited: 2.5

I think it was this card in particular that convinced me of the awesomeness of levelers. If a card that looks THIS bad can deliver beatdowns, then there has to be something to the whole mechanic. The combination of a 0/6 defender early and a 6/6 beater later is exactly why levelers are sick; cards that are good both early and late are always useful.

 

Jwari Scuttler 

Constructed: 1.0

The only thing remotely interesting about this is the somewhat disturbing flavor text.

Limited: 1.5

This is worse in this set than most, but a 2/3 for three is still passable. Even if you don’t end up maindecking it, having this in your sideboard is probably a good idea just in case. Trading for a leveler that they spend five mana on is pretty good value, although that probably won’t happen very often.

 

Lay Bare 

Constructed: 1.0

A Cancel that goes in the wrong direction is not worth considering, even if you do get to see their hand.

Limited: 1.5

Counterspells have a funny place in Limited. I didn’t like Cancel in Shards, it was awesome in M10, and strangely enough was fine in Zendikar. With the speed of the current format, I suspect I will play this a good amount of time, but four mana is a lot. A great sideboard card and a mediocre maindeck card.

 

Lighthouse Chronologist 

Constructed: 1.0

Finally, they printed an answer to the oppressive Time Vault plus Voltaic Key combo in Vintage!

Limited: 3.5

I happen to like Lumengrid Warden, and this is way more than just that. I would hope that you can win most games where you are taking two turns to their one, and if they don’t have a removal spell, that is exactly what is going to happen in short order. The usual disclaimer applies to not getting all your mana wasted by a removal spell etc. This is the kind of creature that makes things like Crab Umbra playable, by the way.

 

Merfolk Observer 

Constructed: 1.0

Merfolk might play all sorts of loose-looking creatures just because they are Merfolk, but this is going too far.

Limited: 1.0

I would limit this to very aggressive decks, bad decks, and sideboards. If they are on the mono-Glory Seeker deck, feel free to bring this in, but please don’t play it in your average Blue deck. No, even if you have a Coralhelm Commander.

 

Merfolk Skyscout 

Constructed: 1.0

Vial]/card] in Lord of Atlantis, attack, untap Vial, Vial in ANOTHER Lord of Atlantis? I think I just broke Legacy.

Limited: 3.5

I played with this guy a bunch, and was really impressed. A 2/3 flier for four is solid already, and the untap ability is quite versatile. Worst comes to worst, it gives your biggest guy Vigilance, but I frequently untapped lands, and multiple times used it to go off with [card]Enclave Cryptologist[/card]. A solid flier with good stats and a very useful ability is exactly what Limited decks are looking for.

Mnemonic Wall

Constructed: 2.0

Calling this playable might be a little ambitious, but I do like my value cards. If anything, the Wall might get a little action in Block, where bringing back sweet Red spells might be enough. Cheap removal like Flame Slash or Burst Lightning works well with the Wall, and bringing back Comet Storm is quite a beating.

Limited: 2.0

If you have four to five spells, the Wall is ok, and once you start getting into the 6+ range, I would upgrade it to very good. Of course, I am assuming you are getting back good spells and not loose cantrips, although even getting back a Fleeting Distraction is card advantage! I had a pretty sick UR deck with 2 Walls and multiple Red burn spells, and the Walls were excellent all day.

 

Narcolepsy 

Constructed: 1.0

I know some people advocated for Curse of Chains in Standard, but I never bought it, and a functional reprint doesn’t make it seem any “¦..zzzz”¦.. better.

Limited: 4.0

This is a removal spell that ignores Umbras and handles Eldrazi; what isn’t to like? It might not shut down guys with tap abilities or static effects, but it does just about everything else, and for only two mana, AND in Blue. Blue rarely gets removal this good, so grab it when you can.

 

Phantasmal Abomination 

Constructed: 1.0

I call decks “abominations” all the time, and anything playing this would truly deserve that name.

Limited: 0.5

The problem with the skulking mechanic on a defender is that they have all the time in the world to find whatever it is they are going to kill it with. At least with Skulking Ghost or Tar Pit Warrior they are under pressure, and either have to burn good removal on it or die. With this Wall, they can just not attack until they draw something they want to use on it.

 

Reality Spasm 

Constructed: 1.0

The reality is that this card is nowhere near good enough.

Limited: 1.0

A very expensive Turnabout, Reality Spasm can either tap them out or let you untap your guys for some ambushing. Blue doesn’t usually have the sort of guys that ambush well, so that mostly leaves this as a way to tap them out and bash. Not many decks will want this, although it does pair well with large monsters (aka Green/Eldrazi).

 

Recurring Insight 

Constructed: 1.0

The only time where the opponent would really have a grip of cards is in Blue mirrors, at which point they are likely to either counter this or untap and play something that actually affects the board. Despite the potential to draw a good amount of cards, I don’t see this being that unreal. Casting it after they Mind Spring is cute, but I would rather just put Mind Spring in my deck, since that is good even when they don’t have seven in their hand.

Limited: 2.5

It doesn’t take much to make this good, and I would be satisfied to get 3 cards out of the deal. Sometimes you will draw this and it will do nothing, but most games you will easily be able to get more than three cards, especially if they don’t see it coming. Most people hold a land or two lategame, as well as any assorted combat trick or removal. You will draw a few cards the first time, and probably zero or one the second, depending on how many cards they can get rid of. Either way, card draw is card draw, and against decks with 11-drops, this oughta get something every time.

 

Regress 

Constructed: 1.0

Even Into the Roil isn’t really seeing Constructed play, and it is many times better than Regress.

Limited: 1.0

Bouncing guys with Umbras is nice, but past that Regress is a somewhat mediocre card. Even bouncing a leveler isn’t that exciting, since you lose a card in the exchange. Regress is definitely a good sideboard card against Umbras and Eldrazi monsters, and I guess I wouldn’t feel too bad about having this in my maindeck.

 

Renegade Doppelganger 

Constructed: 1.0

Not since Vesuvan Shapeshifter have we seen a Constructed playable shifter, and I’m afraid that Renegade Doppelganger is no exception. Instead of playing a sick creature and copying it, just play more creatures that are good on their own.

Limited: 1.0

It would take a pretty specific deck to make me want this guy, since unless he is consistently copying awesome things, he is really bad. If you are playing that many good creatures, you probably don’t need this barnacle.

 

Sea Gate Oracle 

Constructed: 3.0

A mostly worse Wall of Omens is still pretty exciting, and I would be surprised if I didn’t end up casting Oracle at some tournament in the future. He might not be Court Hussar, but a Sleight of Hand on wheels is decent value, and cheap value creatures have a funny way of seeing play (Elvish Visionary has done good things for me). There is a lot of competition for slots in decks like UW, so it might take a while for Sea Gate Oracle to find a home, but find a home he shall.

Limited: 3.0

I can’t foresee myself ever cutting this guy from my deck, since he provides a decent body at no cost. Even if he just drew a card, he would be sweet, and getting to pick the best of two is significantly better than that. Much like Wall of Omens, he doesn’t do anything that exciting, so take cards that do things over him, but once you have enough action cards in your deck he really shines.

 

See Beyond 

Constructed: 3.5

See Beyond is quite interesting, and has the potential to fit into all sorts of decks. The most obvious application is in a deck that has cards it doesn’t want to draw, like a Summoning Trap deck. In such a deck, See Beyond is unreal, since it is often a draw 2 for 1U with a slight advantage. In “normal” decks that don’t have dead draws like that, it still seems fine, since it fits your curve a little bit better than Divination. Especially with Treasure Hunt or Jace, See Beyond either lets you filter away excess lands or shuffle after Brainstorming. Overall a very strong card, and one that will see play in multiple formats (even Vintage Oath possibly).

Limited: 3.0

This fits into the Sea Gate Oracle category. I don’t see ever cutting it, but it doesn’t fill any holes in your deck if you need removal/a finisher, etc. It does make it seem like you have more creatures by letting you filter dead cards into new ones, so I could see taking it over decent dudes most of the time.

 

Shared Discovery 

Constructed: 2.0

My first reaction is that this is too situational, but it is powerful, and cheap powerful cards tend to find a way to see play. In order to reliably get use out of this, you probably need to be playing token making cards or cantrip creatures (Wall of Omens, Elvish Visionary), since otherwise you are just asking to get Wrathed over and over. I don’t know where this might fit, but it is a good enough card to build around somewhat.

Limited: 1.0-3.0

If you can make a ton of Eldrazi Spawn, this card is awesome, but otherwise it seems pretty sketchy. Don’t put it in normal decks without token makers, since it will rot in your hand most of the time, but feel free to try it out in the Spawn decks. I suspect people will take this too early, but there shouldn’t be many people who actually want this at any given draft table.

 

Skywatcher Adept 

Constructed: 1.0

This guy better get used to watching, since he sure won’t be doing a lot of playing.

Limited: 3.0

I realize that the four-mana 2/2 flier is a bit outdated, but Skywatcher has enough extra upsides to push him into the “good” category. Sadly, his toughness doesn’t get a boost at the final level, but he still bashes for four, and starts flying over as early as turn three.

 

Sphinx of Magosi 

Constructed: 2.5

We now have all sorts of Sphinxes to consider when building decks, and even though this one is worse than Lost Truths or Jwar Isle, it might have its uses. If you untap with it you should win most games, since you now have at least an 8/8 flier that draws you two extra cards a turn, but it doesn’t protect itself or draw cards immediately, so it will have a harder time finding a home. The power level on this card is really high, but so is the competition. It beats Baneslayer in a fight, which is a definite advantage.

Limited: 4.0

My only gripe with the card (after playing with it) is that the fact that I was drawing cards didn’t really matter, since my opponents just died before I could put the extra cards to use. Rough life, I know.

 

Surrakar Spellblade 

Constructed: 1.0

Not many Ophidian clones make the grade, although every now and then one sneaks its way in. The Spellblade will not be doing so, since it takes way too much work to get going and has no evasion.

Limited: 1.5

He is sick with Distortion Strike, but most of the time I don’t see you getting through for too much of an advantage with him. He is blocked too easily, and doesn’t win you the game or anything just because you get through once. In a removal-heavy deck he could definitely be insane though, since every time you kill a guy and clock them you draw more and more cards, so if you have an awesome deck, pick him up.

 

Training Grounds 

Constructed: 2.0

As much as I want to just give this a 1, there is probably some sick combo lurking in an older format. I’m not sure what people are planning on doing with this in Standard, since anything involving levelers or Spawnsire of Ulamog is just not realistic.

Limited: 0.5

If you have enough levelers to make this interesting, your deck is already pretty sweet, and probably doesn’t need the help. At that point, just play Venerated Teacher and be done with it.

 

Unified Will 

Constructed: 2.0

Some sort of Fish deck might be able to harness this, but if your curve is low enough to play creatures and leave countermagic up, Deprive is probably way more consistent. Splashing Unified Will in something like an Elf deck is a little interesting, but it might be hard to argue against Negate. Block Constructed might give this a home, since there is no Negate, but I don’t think it will show up in Standard.

Limited: 0.5

Even in the Eldrazi Spawn deck, you can probably pick up a different counterspell if you really need one, and the downside of having this be dead in hand is way too risky.

 

Venerated Teacher 

Constructed: 1.0

There aren’t enough good levelers to make this Constructed-worthy, and that is without even getting into how bad such a deck would be against Wraths. The Teacher may effectively produce a ton of mana on some boards, but Constructed games don’t really go that way.

Limited: 1.0-3.0

I have seen some filthy starts involving this guy, and I suspect he will be a high pick in some decks. Fortunately for those decks, other decks won’t want him, so they can take a leveler over him and pick him up on the wheel. I would want over six levelers to make him awesome, and more than that to make him absurd.

Top 5 Constructed Cards for Blue

5. Unified Will
4. Sphinx of Magosi
3. Deprive
2. Sea Gate Oracle
1. See Beyond

Blue didn’t get a whole lot of hits here, even if See Beyond is really awesome. I only am sure that the top 3 cards are going to see a good amount of play, with Sphinx and Unified Will being a lot more speculative. I don’t feel too bad though; even though Blue didn’t get a ton, Blue/White decks are pretty strong right now, and the new White cards help them out quite a bit. It might be difficult to play Blue without White, but at least its playable!

Join me tomorrow as I take a look at Black, which has a few cards I’m definitely interested in.

LSV

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