The links below will take you to the appropriate article:

· White
· Blue
· Black
· Red
· Green
· Artifacts, Part I

With a brief delay, today I get to finish up my set review! I do have the benefit of doing a ton of drafts in the meantime, so I’ve become a bit more knowledgeable, which helps.

As usual, the ratings scale is as follows:

Constructed

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

4.0: Format staple. Vengevine. Mana Leak.

3.5: Good in multiple archetypes, but not a format staple. Raging Ravine. Lotus Cobra.

3.0: Archetype staple. Cultivate. Goblin Guide.

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

2.0: Niche card. Sideboard or currently unknown archetype. Celestial Purge. (Bear in mind that many cards fall into this 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%)

Necrogen Censer

Necrogen Censer 

Constructed: 1.0

Burn has just gotten too efficient recently. On the surface, four damage for three colorless mana isn’t a terrible deal, and you even get the opportunity to bounce the Censer if you have Glint Hawk, as well as having a random artifact to enable metalcraft. The problem is cards like Lightning Bolt, Burst Lightning, and Arc Trail pretty much kill any chances of Flames of the Blood Hand being good, and that’s basically what Necrogen Censer is. The metalcraft/Glint Hawk stuff is cool, but not cool enough.

Limited: 1.5

So far I’m batting about 50-50 on playing the Censer, which perfectly describes the rating it has. Even all the aggressive decks don’t want it, and clearly none of the control decks do. It is obviously at its best with Glint Hawk, and I doubt I would play it without at least a couple ways to make it more interesting (proliferate and Barrage Ogre being the main candidates).

Necropede

Necropede 

Constructed: 1.0

I don’t want to bring the topic back from the dead, but that Legacy Berserk deck is the only chance this thing has of seeing play.

Limited: 2.5

Necropede is probably the second-best infect guy for non-poison decks (Skittles being the first). Blocking effectively and being an artifact are both sweet, and this guy can seriously impede almost any ground assault.

Neurok Replica
Neurok Replica

Constructed: 1.0

If you want to replicate any sort of success, don’t play this.

Limited: 3.0

Once again, I’m assuming you have at least a few ways of activating this (two Silver Myr is certainly enough), though I still might play it if I couldn’t. All the equipment in this set makes the bounce ability even better than it normally would.

Nihil Spellbomb
nihil spellbomb

Constructed: 2.0

I’m not one to complain about adding another tool to the anti-dredge war chest, even if black decks would probably rather have Leyline and Yixlid Jailer before the Spellbomb. It also is nice to have around in Standard, what with Relic of Progenitus rotating out. There are better ways to answer Vengevine, but if you are playing with Swamps and Trinket Mage (or even just Swamps), this could do a decent job of annihilating them.

Limited: 2.0

This is worse than the rest of the ‘Bombs, mainly because black decks don’t seem to care much about metalcraft decks. The actual effect is also the worst of the bunch, which does it no favors.

Nim Deathmantle
Nim Deathmantle

Constructed: 1.0

When you lose the match, can you pay four dollars to return to the game with a Nim Deathmantle in play?

Limited: 3.0

This is pretty slow, but it can put them in a very tough spot, especially with Replicas. If you can afford to keep mana open for it, they can’t kill any of your guys, and they can’t really ignore a huge intimidate guy either. It clearly gets way better in the infect deck, both for the bonuses it grants and because infect guys demand immediate answers.

Origin Spellbomb
Origin Spellbomb

Constructed: 1.0

This is about one mana too much for the effect, though I did contemplate it. A cantrip 1/1 is value, but two mana is about the most I could justify paying, and this sadly costs three. Even Trinket Mage can’t save it!

Limited: 3.0

If you were wondering which Spellbomb is the best, look no further. This is like the original definition of value, and the best part is that it doesn’t even reduce your artifact count! It always sucks to not be able to crack a ‘Bomb without costing yourself metalcraft, and with Origin Spellbomb that isn’t a concern. Cards like this are what make the (Mirrodin) world go ‘round, and should be picked appropriately.

Palladium Myr
Palladium Myr

Constructed: 1.0

Myr Galvanizer daydreams aside, this is about as playable as his elder dragon predecessor.

Limited: 3.5

Hello, Sol Ring! Wait, can I get a discount if I don’t want the Gray Ogre package? Oh, it’s part of the deal? Fine, I guess I’ll still take it…

Jokes aside, Palladium Myr is still awesome. It ramps you an impressive amount, and lategame can even bash for two or carry some kind of pointed stick if needed. Most decks would rather have an on-color Myr, but if your curve is high or you have a bunch of equipment, Palladia Myrs is the man for the job.

Panic Spellbomb
Panic Spellbomb

Constructed: 1.0

I guess Wizards panicked at the thought of making playable Spellbombs, and we got this cycle instead.

Limited: 3.0

The blue and red Spellbombs are both good aggressive cards, and the fact that their abilities are often relevant is just a bonus. These colors are very interested in cycling 1-drop artifacts, especially once you look at some of the other cards that you might combine them with. Specifically, Barrage Ogre can chuck Spellbombs at no loss, since they trigger when they go to the graveyard, regardless of how they got there.

Perilous Myr
Perilous myr

Constructed: 1.0

Play him at your own peril.

Limited: 3.0

Perilous Myr captures the flavor of a ticking time bomb very well. When he’s in play, none of your opponent’s small guys are safe, and if they don’t have evasion guys, they are going to be forced to blow him up. Sometimes, they won’t be able to avoid a 2 for 1 without attacking, and he will be actual Moat.

Platinum Emperion
Platinum emperion

Constructed: 1.0

Platinum Angel saw a little bit of play, but this guy is no Platinum Angel. The extra mana is mainly what kills it, though the lack of Tooth and Nail is a pretty big one too. The ability is actually a little better, since I don’t expect much poisoning in Constructed, though I would need some empirical testing to figure it out.

Limited: 1.0

It would have been more accurate if they had printed the “8” in the casting cost sideways, since that’s really what it feels like. Rarely do games last till 8 mana, and even when they do, this is only an artifact that gets [card]Shatter[/card]ed like any other. Also, getting poisoned with this out is a sick joke, and I can imagine the giggles at R&D when they printed this.

Precursor Golem
Precursor Golem

Constructed: 2.0

Against decks that can’t target this with anything meaningful, it’s quite a deal. Now that Path is gone, white/green creature decks might have to just slog through the tokens, which isn’t the worst. Of course, this is just miserable against anything with Lightning Bolt or whatnot, so it might not be maindeckable, and isn’t exactly a powerful sideboard card.

Limited: 4.0

If they don’t have a removal spell, they are probably just dead, and even if they do, you just traded 1 for 1. While the Golem is still a secret, slowrolling it is recommended, since they will probably end up using removal on other things. Getting your team of Golems Instill Infectioned is awkward, and keep in mind that Precursor Golem triggers off any, even other random Golems or Golems your opponents control.

Prototype Portal
Prototype Portal

Constructed: 1.0

If this is the prototype, I think we need to see the finished product. There aren’t enough cheap artifacts to make this worth the effort, and you are just setting yourself up with a two-for-one.

Limited: 1.5

While the effect you get here is quite powerful, there are definitely some costs associated with it. Not only is the Portal expensive to operate, you need a ton of mana and a reasonable artifact to copy. Copying a Replica or a good creature is pretty sick, but copying a random Myr isn’t. People tend to overrate this card, and much like Soul Foundry, it definitely isn’t as good as it looks.

Ratchet Bomb
Ratchet bomb

Constructed: 2.5

Powder Keg is back, and this time it can kill planeswalkers! While I don’t think that playing Ratchet Bomb as your only answer to planeswalkers is a good idea, the fact that it can get them is pretty nice. It remains to be seen where exactly this is going to fit, though that has more to do with what it is good against than what decks want it. If there are enough decks with low drops, this obviously gains value, since it doesn’t take too much time to rachet the counters up. Right now, it seems kind of mediocre against most of the field, though the effect is undeniably powerful. Rachet Bomb being a pretty miserable topdeck is one of the biggest strikes against it, since you don’t want to play Wraths that take 2-3 turns to work if what you want is a Wrath. I suspect that Rachet Bomb will be an effective sideboard card against decks with many 1 and 2 drops, particularly in decks that don’t have access to Pyroclasm or Arc Trail.

Limited: 3.0

Don’t make the mistake of thinking this is some kind of bomb in Limited; it isn’t. It does trade one-for-one most of the time, with occasional awkward moments when you both have similar casting costs. Think of it more as a really slow way to kill a 3-drop, and you will have the right perspective. It does get vastly better when you have knowledge of their deck, since you can preemptively ramp it to take care of some expensive bomb. I had double Volition Reins in a draft against Kibler, and he just ramped straight up to six, which did a good job trading for one of the best cards in my deck.

Razorfield Thresher
Razorfield Thresher

Constructed: 1.0

DANGER! Keep Razorfield Thresher clear of your Standard decks. And your Extended decks. And your Vintage decks.

Limited: 1.0

And your Limited decks. Seven is just too much, and this is probably one of the least playable artifacts, despite being a fairly large creature. Unless you have an abundance of Myr and a Grand Architect, I would pass on this.

Rust Tick
Rust Tick

Constructed: 1.0

I haven’t played Standard since Nationals, so I may be getting rusty, but I’m pretty sure doesn’t belong anywhere near it.

Limited: 3.5

Rust Tick is actually a removal spell in disguise, and one that can switch targets if needed. It even beats down in dire cirumstances, and is a solid blocker. Dealing with many of the bombs in the set is awesome, and being able to take out their Chrome Steed until they play their Steel Hellkite is quite powerful. It even can lock down a Trigon, which I’ve definitely taken advantage of. I wonder, do Rust Ticks live in Clachans?

Rusted Relic
Rusted relic

Constructed: 1.0

It has been a long time since a four-mana 5/5 was interesting for Constructed, and the hoops you have to jump through make it completely unplayable. The four-mana 5/5 is now a relic of an older time, and I think we are ready for three-mana 4/5’s or something of the like.

Limited: 3.0

The Relic is basically a gambler’s Chrome Steed; it has a higher high and a lower low, either being huge or doing nothing. In the heavy metalcraft deck, I would rather have the Relic, but in the 12-14 artifact range, the Steed is safer. It is cute that you can do tricks with Relic if you have sacrifice outlets, like popping Spellbombs to deactivate the Relic and dodge removal spells or whatnot.

Saberclaw Golem
Saberclaw Golem

Constructed: 1.0

Who needs Razormane Masticore when you have this guy instead? In order for this Golem to claw its way into Constructed, it would probably need to cost at least 2 mana less, and even that might not do it.

Limited: 3.0

4 power and first strike go a long way, and this is one of the 5-mana spells I like most. I wouldn’t play it in a non-red deck most of the time, but it does a great job defending or bashing if you have access to red mana. You clearly only want a couple 5-drops, and this is at the top of my list (assuming I don’t have access to stuff like Hoard-Smelter Dragon or the like).

Semblance Anvil
Semblance anvil

Constructed: 2.0

I’m giving this a 2 on speculation alone. I have no clue what this might do, but it’s gotta do something. Reducing a whole class of spells by two mana is a big game, and there has to be some sort of sweet combo to go with it. I wish I could be more specific, but all I can say is that this is the type of card that either does stone nothing or is ridiculously broken (with stone nothing being the most likely outcome).

Limited: 0.0

I’m not this desperate for a [card]Sol Ring[/card]. Instead of getting a 2/2 we can beat with, we have to sacrifice a card, and even then we can’t use the mana for anything we like. This doesn’t have even a semblance of playability.

Snapsail Glider
[draft]Snapsail glider[/draft]

Constructed: 1.0

Snap dismiss.

Limited: 2.5

Oh look, another playable artifact. I realize the ratings on these artifacts are quite similar, but that is because cheap artifacts that do things are awesome, and I always play them. In a non-metalcraft deck this is way more suspect, but as with all metalcraft cards, the rating is based on having at least 14 artifacts in the deck.

Soliton
Soliton

Constructed: 1.0

After I found out that Necrotic Ooze + Mul-Daya Channelers + Soliton no longer worked, this guy’s status was downgraded back to “unplayable”.

Limited: 1.5

Even in blue decks, this isn’t very impressive. At five mana, you just need a little more value, and Soliton doesn’t provide it. Where he does shine is in decks with blue mana and Heavy Arbalest, since the combination of the two is basically unbeatable. It might take 12 mana and two cards, but once you get it going, you should wipe their board in a turn or two, and kill them the turn after that.

Steel Hellkite
Steel hellkite

Constructed: 1.0

The base stats and ability on this guy aren’t terrible, but there are some strikes against him just due to the format. First of all, we have a wealth of awesome six-drops, and it is hard to justify casting this over Wurmcoil Engine or a Titan, especially once you take the second point into account. The second point is that the Hellkite is just too easy to kill, and people are definitely going to have artifact removal in their maindeck and sideboard, so playing a guy that gives you nothing when he dies is a hell of a bad idea. The Hellkite is appropriately costed, and powerful for an artifact, but just not good enough right now.

Limited: 4.5

So far, I’ve been unimpressed by many of the six-mana “bombs”. I’m writing this while at Aaron Nicastri’s awesome apartment, where we have been doing 3-5 drafts per day with quite the combination of characters. Besides myself and Nicastri, present are Martin Juza, Ochoa, Kibler, Shuhei, Mitamura, and a variety of skilled Australian mages. What I’m trying to say is that I have been playing and birding a ton of matches, and the obvious “ridiculous” cards like Geth, Hoard-Smelter Dragon, Steel Hellkite, Volition Reins and Sunblast Angel just don’t seem as awesome as they should be. Yes, some of them are hard to kill, and yes, the Angel does something the turn she comes into play, but six mana is just so much. Many games are won or lost before either player hits six mana, and especially when you are talking about Geth or either Dragon, the six-drop doesn’t do anything but add a body the turn it comes in. I’m not saying you shouldn’t take these cards, since they are still awesome, but I’m getting to the point where I might rather have Arc Trail or Oxidda Scrapmelter over any of them.

Strata Scythe
Strata scythe

Constructed: 1.0

The bonus this would have to provide in order to see Constructed play is immense, and clearly more than 1 for each land, even assuming you are mono-color (which is a huge sacrifice in and of itself nowadays).

Limited: 3.0

Vulshok Battlegear was never as good as it looked, but the Scythe is a whole strata above it. The bonus will often be 4 or 5, which is significant, and it even provides the (very) minor bonus of thinning out a useless basic! Equipment like this is what makes Myr so awesome, since any creature with a Scythe is basically death incarnate, making your Myrs ridiculous early and ridiculous late.

Strider Harness
Strider Harness

Constructed: 1.0

It takes something like Sword of Fire and Ice or Umezawa’s Jitte before it’s worth trying to harness the power of equipment in Constructed, and judging from the recent offerings, we haven’t made any great strides since then.

Limited: 2.5

The Harness is a decent beatdown card, and once the opponent is at a low life total, it drastically changes how they have to play. Their additional defensiveness should buy you some time to peel something, which conveniently enough will have haste and +1/+1.

Sword of Body and Mind
Sword of Body and Mind

Constructed: 1.0

I was excited to find out that they were continuing the Sword of Fire and Ice cycle (sorry Light and Shadow, but that’s how it is), but my excitement dimmed as soon as I read Sword of Body and Mind. The abilities just don’t match up at all, and neither is particularly powerful. Milling them while bashing for 4+ damage doesn’t accomplish anything, and is actually more likely to be a drawback than anything else. Sending a bunch of Vengevines to their yard is not quite what I’m looking to be doing. Besides the useless mill ability, you get to make a singular Grizzly Bears, which is also not that great. I have higher hopes for the rest of the cycle, since this one just isn’t good enough.

Limited: 4.5

Milling them for 10 is kind of like poison 5, since two hits should do the job, and it provides a solid body whenever it hits. Pro-blue and green is nice too, though not all that relevant, since the +2/+2 should let you plow through unimpeded. This still isn’t as ridiculous as either previous Sword, but it still is a Sword, and pretty awesome.

Sylvok Lifestaff
Sylvok lifestaff

Constructed: 1.0

Nope, still not Skullclamp. For the life of me, I just can’t figure out any good uses for this.

Limited: 3.0

Add another entry to the “surprisingly good” list. The Lifestaff is really effective in a race (unless you are racing against poison), and is cheap enough that you can switch it back and forth often. If they ever have to trade with a Staffed guy, it is tough for them to continue the race, and the Staff costing one mana is awesome for any metalcraft or Glint Hawk-related purposes.

Sylvok Replica
Sylvok replica

Constructed: 1.0

If you want to replicate any sort of success, don’t play this.

Limited: 4.0

As removal spells go, this is one of the best. Providing a solid body until you absolutely need a Naturalize is sweet, and chumping one guy and killing the other is a pretty big swing. Killing enchantments is also quite relevant, since there are a number of decent ones floating around. This might just be the best green common, though the poison deck probably wants Cystbearer instead (I’ve come around a little on the ‘Bearer myself).

Throne of Geth
Throne of Geth

Constructed: 1.0

So for, proliferate looks like more of a value ability than anything else, and having to sacrifice an artifact to proliferate isn’t my idea of value. Throne costing no mana is interesting, so if there is a huge incentive to proliferate it might be sweet, especially in combination with Contagion Clasp, but for right now it doesn’t seem like it geth the job done.

Limited: 1.0-3.0

In the poison deck, the Throne is an auto-play (assuming you have at least a few more artifacts, which you will), but the non-poison deck isn’t all that interested in it. You might be able to cobble together enough combinations to make it worth it, but probably not.

Tower of Calamities
Tower of Calamities

Constructed: 1.0

You could make this “8, tap: win the game” and it still wouldn’t be playable.

Limited: 1.0

This isn’t that far out of reach, depending on the rest of your deck. I would mostly avoid it, but if you have 4+ Myrs and/or Grand Architect, getting to 8 mana isn’t completely out of the question. If you ever get it active they probably just die, which is quite the incentive.

Trigon of Corruption
Trigon of corruption

Constructed: 1.0

This would be good in Vintage, but it has a natural predator that is seeing quite a bit of play nowadays.

Limited: 3.5

Trigon of Corruption isn’t quite Granite Shard, but it really isn’t that far off. Even non-black decks will be quite interested in having this, and it should go in the first few picks. So many guys just die to it flat out, and the ones that don’t get severely crippled.

Trigon of Infestation

Trigon of Infestation 

Constructed: 1.0

Six mana for a 1/1 infect, with the additional option of paying 2 for more? Sign me up!

Limited: 2.0

The infect deck will play this, but won’t be excited about it, and most other decks won’t. It creates a whole infestation by itself, though it takes a ton of time and mana to do so.

Trigon of Mending
Trigon of Mending

Constructed: 1.0

Lifegain cards can’t just gain life in order to be good, and this isn’t even good lifegain.

Limited: 1.0

I have yet to rock the white Trigon, but I wouldn’t rule it out completely. If you are heavy metalcraft, need another artifact, and anticipate a race, it might not be the worst (though it is the worst Trigon for sure).

Trigon of Rage
Trigon of Rage

Constructed: 1.0

Looking at all the things Jitte ruined is enough to put anyone in a rage.

Limited: 3.5

Now this is a beating. Effectively pumping all your guys by three power when it comes to combat is sick, and so is bashing for 5 with an evasion guy. It also combos with Bloodshot Trainee quite well, and is easily reset by Glint Hawk.

Trigon of Thought
Trigon of Thought

Constructed: 1.0

Even if I thought I needed more card draw, this isn’t what I would look to.

Limited: 1.0

I want to like this; I mean, it draws cards, but so far it has just been way too slow. Paying 9 mana before you are even up a card isn’t nearly efficient enough, and this format is fast. In Sealed it gets better, though I’m still a little skeptical.

Tumble Magnet
Tumble Magnet

Constructed: 1.0

Presumably, if this tapped lands it would just be sick. Stone Rain is gone for a reason, after all. As is, it doesn’t do enough to be worth the card, much less the mana.

Limited: 3.5

Removal is removal, and most games are fast enough for this to basically just be a removal spell. It is awesome against equipment, and can even get a few more activations in thanks to Glint Hawk or proliferate. It also sticks around when empty, which can be useful in a variety of ways. I’ve been very impressed with the Magnet, and would treat it as only slightly worse than real removal.

Vector Asp
Vector Asp

Constructed: 1.0

Asp far as these things go, I guess it isn’t the worst, but it still won’t see any play.

Limited: 1.0

Bear in mind that the rating already assumes you are playing poison, and the Asp is really that bad. Paying a mana for the infect ability messes up your curve early game, and late game a 1/1 isn’t exactly what you are looking for.

Vensers Journal
Vensers Journal

Constructed: 1.0

I guess Venser doesn’t entrust any of his power to his Journal, since the man and his book are quite different. Stick with the man himself.

Limited: 0.0

It is too expensive to keep cards in hand, and too expensive for metalcraft, so what exactly does it do?

Vulshok Replica

Vulshok Replica 

Constructed: 1.0

If you want to replicate any sort of success, don’t play this.

Limited: 3.0

This guy is a beater, and the damage is definitely relevant. It might be shocking, but he’s quite runnable in non-red decks as well.

Wall of Tanglecord
Wall of Tanglecord

Constructed: 1.0

It’s like a Wall of Omens…that doesn’t do the most important thing Wall of Omens does. It might tangle them up a little, but certainly isn’t worth the card it costs.

Limited: 3.0

Yes, I always play this, even in non-green decks. Six toughness is a lot, and can block even most equipped creatures. Even infect doesn’t trouble it too much, since it can take multiple hits from most the infecters, though Tel-Jilad Fallen kills it in two.

Wurmcoil Engine
Wurmcoil Engine

Constructed: 3.0

The Titan cycle is now complete, and the last member can go in any deck. Lifelink is a pretty sweet ability, though the repeated printing of deathtouch on 6/6’s seems kind of random, considering how useless it is. Getting this bounced or Journey to Nowhereed is pretty bad, but most removal nowadays will give you a couple Wurmlings when all is said and done. Grand Architect makes this card much more attractive, and colors that don’t have access to good Titans now have this to lean on.

Limited: 4.5

My usual provision for six-mana spells applies, though this is pretty resilient against most removal spells. Even Arrest isn’t that big a deal, since you can just Shatter or sacrifice your own Engine for value. This is obviously one of the best cards in the set, and the lifelink plus graveyard trigger puts it ahead of most other bombs.

Top 5 Artifacts for Constructed

5. Ratchet Bomb
4. Mox Opal
3. Memnite
2. Wurmcoil Engine
1. Molten-Tail Masticore

The number one spot isn’t really in question, and I think Masticore is going to be one of the most-played cards in the set in Standard (and possibly Extended). I’m not a financial analyst by any stretch, but I would be surprised if he doesn’t go up, if I’m right about how much play he’s going to get. Wurmcoil seems pretty solid too, especially if Grand Architect turns out to be a card. Memnite is also going to see a wide variety of play, since it plays very well with Glint Hawk and Trinket Mage, though those decks are yet to be proven good. Overall, the artifacts aren’t bad; Masticore and Mox are both very powerful, and cards like Memnite open the door for a variety of strategies.

Top 5 Metalcraft Commons for Limited

5. Origin Spellbomb
4. Tumble Magnet
3. Sylvok Replica
2. Mana Myr
1. Chrome Steed

You obviously need to be in the appropriate colors to play Origin Spellbomb or Sylvok Replica, and later in the draft I would likely take Replica over a Myr. Early, you want to keep your colors open, and metalcraft is at its best in some combination of U, W, and R. Perilous Myr is awesome also, and if you aren’t in the right colors, it can certainly be better than the “colored” artifacts. The white Spellbomb is so good because you can retain metalcraft while getting your card, which is huge when compared to the rest of the ‘Bombs.

Top 5 Infect Commons for Limited

5. Bladed Pinions
4. Tumble Magnet
3. Ichorclaw Myr
2. Sylvok Replica
1. Corpse Cur

Mana Myr are still good in this deck, but they are much less important. The deck often has enough 3-drops, and the artifact count just isn’t very relevant. Other equipment are pretty useful too, with Accorder’s Shield and Sylvok Lifestaff among the better ones.

Top 5 non-Infect non-Metalcraft Commons for Limited

You should be drafting one or the other; being un-typed is just going to cut yourself off from too many of the powerful cards in the set. I’m not saying you can’t draft a non-theme deck, just that you shouldn’t.

Well, that’s it for my artifact review, and my Scars review in general. I hope this provided a good first look at the set, and I look forward to doing it again when Mirrodin Besieged comes out!

LSV