Ice-Fang Coatl and More Modern Horizons

Modern Horizons is an upcoming set designed specifically for Modern play. The cards so far look to be — in many cases, at least — not just functional, but flavorful as well. There are throwbacks to older sets and favorite mechanics.

So much so that some of the Modern Horizon cards are g-d keyword-tacular. Ice-Fang Coatl, one of our favorite cards, is a great example of, well… Everything.

Ice-Fang Coatl

Ice-Fang Coatl from Modern Horizons is Awesome

This Snow Snake has two broad things going for it. On the one hand, it is quite reminiscent of Baleful Strix. If you have three other Snow permanents in play, Ice-Fang Coatl is exactly a Baleful Strix once once the battlefield.

It draws a card when it comes down (regardless) and can trade with anything.

Baleful Strix is of course a defining card of the Sultai Legacy deck (forget about Modern)… So presuming you have sufficient Snow, this card is probably overpowered for Modern.

But wait! There’s more!

Ice-Fang Coatl — other Snow permanents or no — has Flash. As long as you are okay with trading in a blue mana for a colorless one, it’s just better than Elvish Visionary; a veteran of the First Place podium.

However when you combine Flash and Deathtouch… The card overall is largely a “cantrip Terminate” that can sometimes attack. Not bad. Not bad at all…

But What About That “Snow” Clause…

Haven’t collected enough Snow lands from the original Ice Age or Coldsnap? Not to worry! Modern Horizons has you covered!

Snow-Covered basic lands are back, with new art to boot!

Check out the Modern Horizons method for getting your Skred on…

Snow-Covered Mountain

Snow-Covered Mountain

But Wait! There’s still more!

Prismatic Vista is the Dual Land of Our Dreams

How about Prismatic Vista from Modern Horizons?

Prismatic Vista
Prismatic Vista

As long as you’re not, say, hunting for a Temple Garden or Godless Shrine, Prismatic Vista is the most flexible fetchland in the history of the Modern format.

Or, put another way, it’s what Evolving Wilds always wished it was!

Subtly, though not itself a Snow permanent, Prismatic Vista can get any basic land. That includes the aforementioned Snow-Covered Mountain (or any relevant Forest- or Island-types you might need to summon your Ice-Fang Coatl.

We’ve barely scratched the surface of Modern Horizons, but would love for you to join us. Give us a listen?

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God-Eternal Kefnet is the Most Underrated Card in War of the Spark

Where do you play God-Eternal Kefnet?

Mike starts out with the idea of replacing cards like Crackling Drake or Niv-Mizzet, Parun in control decks. Or, if you want to get really out there… At 4/5, God-Eternal Kefnet is actually a bigger body (and arguably more durable) than a Rekindling Phoenix.

But he’s just not thinking big enough.

Patrick’s answer? EVERYWHERE!

Play it in Dimir. Play it in Grixis Play it especially in Jeskai!

So tell me about God-Eternal Kefnet in Jeskai Control?

This Legendary Zombie God is good in all kinds of places, but has an especial synergy with the sweepers in the Jeskai deck.

It’s got a nice front for a four mana control creature, and more than three toughness… That makes it stick to Deafening Clarion like peanut butter to sandwich bread. The good God-Eternal can live through the Clarion… And also net some nice lifelink attacking through… Presumably nothing.

It’s also great with the new Boros sweeper Solar Blaze. Why? Simply because it has higher toughness than power! The new Wave of Reckoning variant simply lets this God-Eternal live to fight another day (or later the same turn, depending).

That can’t be all, can it?

Not by a long shot!

The most important piece of “secret tech” around God-Eternal Kefnet is that it works on both players’ turns. That’s right! You can draw extra on your turn “naturally” but really get some nice extra card advantage with Opt, or Chemister’s Insight on the opponent’s turn.

Don’t sleep on this card: It’s a Top Five for Standard according to Patrick.

Also The Wanderer play patterns for Modern

Per usual there is a LOT going on in this week’s podcast. It’s like an hour and a half actually. But we just wanted to shout out new and nameless Planeswalker “The Wanderer”.

The Wanderer is going to bedevil players primarily in Standard… But its Modern applications are really exciting, too.

  • It’s hell on Burn – Turns off all their direct damage spells, turns off Eidolon of the Great Revel, etc.
  • Valakut decks – Not only does it turn off the Molten Pinnacle… You get a free shot at straight up killing Primeval Titan!
  • If you’re really greedy you can bounce and replay the thing to get even more removal action… But that’s probably not necessary

Check out “God-Eternal Kefnet is the Most Underrated Card in War of the Spark” now!

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Your Top 8 War of the Spark Questions… Answered!

So many questions. Like… What do decks even look like in this brave new world of War of the Spark [Standard]? Pro Tour Champion (and Hall of Famer) + the lovable Michael J. Flores discuss the Top 8.

  1. Is Planewide Celebration just a Draw 16?
  2. How good is Narset, Parter of Veils from War of the Spark?
  3. “Is Flux Channeler just Monastery Mentor?”
  4. Is Narset’s Reversal the sweetest thing ever against Nexus of Fate?
  5. How many copies of The Elderspell will each of us have in our first Nicol Bolas, Dragon God decks?
  6. How do we feel about Knight of Autumn for our Selesnya card with Niv-Mizzet, Reborn?
  7. What is green bringing to the table that white doesn’t already have?
  8. Will Mike have the ONLY Army?

Let’s go!

Is Planewide Celebration just a Draw 16?

Planewide Celebration

Planewide Celebration
5GG
Sorcery
Choose four. You may choose the same mode more than once.

  • Create a 2/2 Citizen creature token that’s all colors.
  • Return a permanent card from your graveyard to your hand.
  • Proliferate.
  • Gain 4 life.

It might not look like a “draw sixteen” on its face; but choosing to gain four life four times is a heck of a combo with Lich’s Mastery.

Lich’s Mastery may be getting even more of a bump with War of the Spark, as Bond of Flourishing makes of a bananas redundancy to Revitalize that might just.. Revitalize the archetype. Abzan Mastery anyone?

How good is Narset, Parter of Veils from War of the Spark?

Narset, Parter of Veils

Pretty good.

Narset’s card drawing ability might be stronger [on a three mana Planeswalker] than Jace Beleren; plus she puts tremendous pressure on opponents who want to cast things like Chemister’s Insight or other card draw.

Not for nothing, but she also punishes the poor manascrewed opponent looking to cycle out of a weak hand [albeit maybe not in the current Standard].

Completely unwitting splash damage victim? The beatdown player running Rix Maadi Reveler. Sorry 🙁

“Is Flux Channeler just Monastery Mentor?”

Flux Channeler

Michael certainly doesn’t think so.

His general argument is something like this:

  • It doesn’t get big itself.
  • It doesn’t make material; though it does make existing material bigger.

Patrick thinks this card might have a home, regardless.

Is Narset’s Reversal the sweetest thing ever against Nexus of Fate?

Narset's Reversal

The new Fork + Remand certainly looks sweet, and sweet for this purpose. But…

Not if they already have 14 lands in play.
Not if they already have a Wilderness Reclamation.

But otherwise? Pretty sweet.

How many copies of The Elderspell will each of us have in our first Nicol Bolas, Dragon God decks?

Patrick: One
MichaelJ: Three

How do we feel about Knight of Autumn for our Selesnya card with Niv-Mizzet, Reborn?

Niv-Mizzdet, Reborn

  1. Boros: Deafening Clairon. Down.
  2. Orzhov: Mortify or Oath of Kaya. Sounds great.
  3. Golgari: Death Sprout? Might actually help us cast this thing!
  4. Selesnya: Knight of Autumn? Okay maybe we just skip Selesnya?
  5. Gruul: Um, we have to be able to do better than Knight of Autumn, right?

Okay, okay. Maybe we don’t have to draw ten cards. Or even nine. Eight is a nice number too, isn’t it?

For further discussion: Modern

Wait until you hear Patrick’s suggestion for Simic!

What is green bringing to the table that white doesn’t already have?

Ahem. How about the ability to exile exactly one card?

Return to Nature

Take that, Disenchant.

Will Mike have the ONLY Army?

Mike will not have the only Army. He might be stuck as the only one with an 11/11 Army being brickwalled by a 2/2 Army, though.

Patrick argues that Amass is actually a drawback, not a feature. His argument is that you’d rather have three 1/1 creatures for three mana (like a Hordeling Outburst) than a single 3/3 for three mana… But then again he is talking to the only person (aka Gnarled Mass fan) on earth where this might be a dense argument.

Hot take: Is Lazotep Reaver better than Dreadhorde Invasion?

Woah.

Shots fired, am I right? It’s “Amass Nekrataal” versus “Amass Man-o’-War” (or “plus” in Mike’s universe) and more, so much more, in the cast itself:

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Oath of Kaya is Pretty Horrible

Oath of Kaya

Oath of Kaya is Pretty Horrible… For anyone who wants to play fair Magic

In this episode, Mike reveals his favorite card from War of the Spark

It’s Commence the Endgame!

Commence the Endgame

Here’s his thinking: Commence the Endgame is a hefty six mana, yes; but it does everything he ever wanted. It draws “only” two cards. But instead of the other two cards he might get from, say, a Dragonlord’s Prerogative, the rest translates into a kind of Maro. This, of course, feeds into his new pet mechanic: Amass.

Patrick is a little less impressed. “It’s just another card draw spell that makes a dude,” says the Hall of Famer.

“I don’t know if it’s the best card; but it’s my favorite.”
-MichaelJ

Everything You Could Ever Want to Know About Oath of Kaya from War of the Spark

  • Don’t love Commence the Endgame? Mike posits Oath of Kaya might be the actual best card in the set.
  • It’s like a slow Lightning Helix. Throwback to fourteen years ago: Mike wrote the original preview for Lightning Helix on the Mother Ship!
  • But it’s not just a slow Lightning Helix. This card is a massive disincentive to anyone wanting to play fair Magic at all. Remember all those shiny Viashino Pyromancers WotC gave away to MTG Arena players a few months back? They’ll never see the light of the stage or the ning of a strike again. Not with this around.
  • “Well if they never trigger the second ability it’s just worse than a Lightning Helix.” -Patrick

God-Eternal Oketra is… Very Difficult to Kill

God-Eternal Oketra

It’s not actually unkillable. It is, in fact, very difficult to kill.

God-Eternal Oketra is also an amazing card advantage engine! “People have built their entire deck design around much worse value than ‘cast any creature'” in the past.

This card seems tailor made for G/W. It prevents you from being punished for drawing a late game Llanowar Elves. In fact, you’ll get a nice five-damage-for-one-mana return on one of those!

Additionally, cards like Growth-Chamber Guardian will be extra useful as they can help ensure a steady stream of triggering creatures. Just a great card.

Our intrepid duo talk more and more great cards! War of the Spark just keeps giving them to us! We have no idea what Standard will look like in a couple of weeks; but it’s going to be… Different for sure.

Check out our new episode in full:

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The Most Exciting Feather, the Redeemed Combos

Feather, the Redeemed

Feather, the Redeemed requires little-to-no actual redemption.

Normally when someone tells you they have a 3/4 flyer for three mana you ask them how much damage you are expected to accept in return. This one actually gives you an insane card advantage engine in exchange for being charged negative-one mana in creature casting cost.

Some of our initial Ideas on How to Break (or at least exploit) Feather, the Redeemed:

  • Modern: Aurelia’s Fury – Remember this card? It’s like a Fireball and an Abeyance fell in love, got married, and had an instant speed baby. Conveniently, Aurelia’s Fury is already in R/W! At four mana you can ping Feather, ping your opponent for one, and lock them out. Until they can break up this combo, the opponent will be unable to cast non-creature spells on their turn. Because you ping Feather, you get this one back; because you ping the opponent, the clock gets one faster while ruining their plans.
  • Modern: Lightning Helix – Nice job having four toughness, Feather! At four mana you can just hit Feather on your turn AND on the opponent’s turn to gain six per turn cycle. Obviously at its most effective against an opponent who is unable to deal the fourth point but also is trying to kill you with damage.
  • Standard: Defiant Strike – An Opt machine!
  • Standard: Reckless Rage – Perhaps the most exciting showcase of what Feather can do, Reckless Rage from Rivals of Ixalan gives you a “Slaughter with buyback” for one mana per cycle.

Sweepers and Other Topics

As you might suspect, we go over several topics from War of the Spark. But one of the more interesting ones is around all the sweepers available. Here are some cool takeaways:

  • Time Wipe – You can cast this even if you don’t have any creatures. No surprise there. But what if the opponent doesn’t have any? Time Wipe to bounce your own Augur of Bolas is… Not horrible. A five mana Boomerang is way better than a dead card.
  • Solar Blaze – Is it good at all? It’s certainly good with Aurelia… Only Deafening Clarion is better. “Closer to Ritual of Soot than Kaya’s Wrath.” -Patrick

Give it a listen:

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Chandra, Fire Artisan has a Hell of a Static Ability

Chandra, Fire Artisan

Chandra, Fire Artisan from War of the Spark

The newest take on Chandra starts off with a very different kind of ability for a Planeswalker… A non-loyalty one!

It’s important to note that it doesn’t matter who removes the counters from Chandra — you or your opponent — or how they are removed. You can take them off with that [-7], or by operating a Heart of Kiran in some format. Or, in the most obvious scenario, you tick Chandra up from four loyalty to five; the opponent attacks her to death… And gets five to the face for his trouble.

But let’s talk about that [-7] for a second, shall we? In addition to a Wheel of Fortune like effect (that doesn’t force you to discard your hand!) Chandra will give the opponent a zinger for seven. That’s kind of like an Ultimate itself, isn’t it?

This new Chandra is going to be an important tool in the new Standard. It’s probably easier to work with than Experimental Frenzy, for instance. A Red Deck is far less likely to “get stuck” than under Frenzy, because Chandra lets you keep playing cards normally, on top of her [+1]. And when you go [-7] to try to finish the game? A Red Deck can both appreciate dealing seven to the opponent’s face and have a low enough set of casting costs to actually take advantage of the Ultimate’s time limitation.

Verdict: This card is going to be awesome in Standard!

War of the Spark: The Best of the Rest

Chandra is actually the last card we talked about this episode, more or less. Check out some other War of the Spark discussions:

  • Niv-Mizzet Reborn – A hell of a Mulldrifter! “Somehow a Tidings with selection that has a 6/6 flyer attached”
  • Angrath’s Rampage – Mike was originally lukewarm until he realized this card kills Bogles and Geist of St. Traft. “Modern, here we come!”
  • Dreadhorde Invation – Patrick thinks one of Mike’s favorite cards so far is only pretty good. Just remember that a 1/1 ground creature (or +1/+1 counter) is much worse than a whole new 1/1 flyer.
  • Bolas’s Citadel – How much would you pay for an Experimental Frenzy that would not shut down your ability to use your hand?

All these, and tons more!

You’ll have to give Chandra, Fire Artisan (and pals) a listen to find out more:

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Storrev, Devkarin Lich is our Exclusive War of the Spark Preview

WotC asked us to introduce you to:
Storrev, Devkarin Lich

Storrev, Devkarin Lich is Close on the Body

“There was a time when a four casting cost 5/5 cost you a life a turn and everyone was signing up for that.”

Storrev is “only” 5/4 Trample… But on the other hand it doesn’t cost you a life per turn. Furthermore, being Legendary is actually an upside in a world where Cast Down is one of the most common removal cards.

Point being, this Legendary Zombie Elf Wizard is close on the stats… Not close enough without its abilities maybe, but…

You’re Really Going to Want Storrev for the Hit Trigger, Though

Storrev is essentially a 5/4 trampling Ophidian.

For a card of this type — which often come out at 1/3 for three or even four mana in the case of Thieving Magpie — Storrev has outstanding power and toughness.

But that’s not all!

Trample is really meaningful here!

The opponent can’t just throw chump blockers or small token creatures in front of Storrev in order to prevent the card advantage trigger. Hand in hand, the ability to attack opposing Planeswalkers (and not just opponents themselves) makes Storrev a highly flexible attacker and source of card advantage.

What Might You Want to Get with Storrev, Devkarin Lich?

Storrev is fine as an attrition / grinding tool. Or as the realization of the old Jamie Wakefield “it’s the last fatty that kills you” theory. Storrev can clean up after you’ve traded a bunch and that’s great.

However, you can also do some aiming with this card. Here are some ideas (that, admittedly, transcend just Standard).

  • Sakura-Tribe Elder – You can play the Rampant Growth-like Staple Snake to get Storrev out on turn three… And then get it back with your first attack!
  • Cycling creatures – One of Storrev’s strengths is the ability to “aim” its card drawing, rather than just drawing whatever is on top of your deck. But if you want that kind of ability, creatures with cycling or landcycling work great. Engine!
  • Plaguecrafter – Sacrifice this to itself and you can clear a path for your Legendary Zombie Elf Wizard… And have fuel to clear a path again next turn.
  • Explore creatures – Merfolk Branchwalker and Jadelight Ranger can put random creatures into your graveyard… Right where Storrev can get them back for value!
  • Planeswalkers – Especially some of the new War of the Spark ones that only have “minus” abilities. Reload!

We’ll be back tomorrow!

But first, give our Free Preview Podcast a listen:

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Skewer the Critics (and other spectacular Spectacles)

Skewer the Critics
Get ready to Skewer the Critics

Krark-Clan Ironworks… We Hardly Knew Ya!

Or, we’ve known you for seventeen years. Either or.

The King is Dead! Long live Ravnica Allegiance.

Skewer the Critics and Light Up the Stage Are Already Making Waves in Standard

Skewer the Critics is like “Rift Bolt 2K19” according to Mike. Along with Light Up the Stage (aka “Red draw-two”), these Spectacles are driving success for initial builds of Mono-Red.

Patrick and Michael agree that the initial Mono-Red decks in Standard are going to be balls to the wall aggressive. This is a move away from the Arch of Orazca / Treasure Map Red Decks; or even the Experimental Frenzy builds that have been such important pillars of Standard for the last few months. This is because they believe in the importance of racing Wilderness Reclamation decks. If you let one of these upcoming Rampers get going, no midrange deck will be able to keep pace.

Skewer the Critics and Light Up the Stage in Modern

Michael argues that these same Spectacle cards will be outstanding in Modern. Skewer the Critics does basically the same thing as every non-creature card in a Modern Red Deck… And it does so for only one mana, assuming Spectacle. Mike’s thinking is that moving down casting costs is the most important thing a Red Deck can be doing right now; plus, the ability to cut a land lets you increase spell and threat density.

WATCH THIS SPACE for a Modern recap (assuming Mike kicks butt and takes names this weekend in New Jersey).

Make Mine Rakdos: The Black Spectacles

  • Drill Bit – Patrick points out how this can pay off a player for running aggressive one drops. Mike sees it as a supplement to Duress (probably out of the sideboard) but is a little skeptical of the Spectacle.
  • Spawn of Mayhem – Awesome in part because it so easily enables future Spectacles.

… Plus a Top-Five card that is sure to make your Wilderness Reclamation even more broken. All in:

“Skewer the Critics (and more spectacular Spectacles)”

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Wild About Wilderness Reclamation

Wilderness Reclamation
“[Wilderness Reclamation] is not an okay card.” -Patrick

Wilderness Reclamation “doesn’t seem close”

The task seems to be figuring out cards that are good with Wilderness Reclamation. The card looks to be a slam dunk. We’ll walk through some basics on this card, then get to some of the historical comparisons.

Let’s start with Growth Spiral. Growth Spiral allows you to play Wilderness Reclamation on turn three. That’s great by itself.

You can’t normally just tap out for a four mana do-nothing and expect to live through the next few turns, but Wilderness Reclamation will untap your lands on your own end step. Depending on your other colors, you will be able to defend yourself with anything from Fog variants to Settle the Wreckage for the turn.

Turn five (or turn four with Growth Spiral) starts getting really interesting.

You can open up by playing Teferi, Hero of Dominaria. You do the whole “draw a card” thing with Teferi, then move to your end step. Teferi will untap two lands. Wilderness Reclamation will tap all five. Put one effect on the stack, tap Teferi’s bounty in response, and you’ll have access to seven.

You know: For Nexus of Fate.

“Let me get this right,” says the babe in the woods. “It’s turn four and I have both this and Teferi in play… Plus I’ve just hit a recurring Time Walk?”

“Yes,” replies the Hand of Fate.

“How quickly can I sign up for your Bant Newsletter?”

You don’t even have to play Teferi, or white at all. This card works just fine and dandy with Nexus of Fate with or without Teferi, and untapping all your lands every turn is hyper synergistic with Search for Azcanta.

How Might We Properly Gauge Wilderness Reclamation?

One of the things that’s great about this card is that, in addition to being able to spitball a cool two-three-four sequence with Teferis and Time Walks… We can just compare it to things we know have already performed.

Compare it to Thran Dynamo.

Thran Dynamo cost four mana and gave you three back immediately. Presuming your mana is all coming from lands, Wilderness Reclamation is generally — and immediately — just better. Rather than colorless mana, you get colored mana back. Rather than just three, you get four (or more). Even better, you get more and more mana over time assuming you hit your land drops.

Ditto on Gilded Lotus. Rather than paying five up front, you only have to pay four. Again, Wilderness Reclamation will generally give you more mana than the celebrated Lotus; and pay you more and more mana over time.

The Best of the Rest

  • Theater of Horrors – Looking for an alternate engine? As long as you’re aggressive, this card is generally better than Phyrexian Arena
  • Basilica Bell-Haunt – Mike comes completely around on this card. Patrick has him comparing it to Loxodon Hierarch and Siege Rhino. Synergies with The Eldest Reborn push the Bell-Haunt over the finish line.
  • Shimmer of Possibility – Impulse at sorcery speed… Not great but good at finding Wilderness Reclamation!
  • Pteramander – Solid deal for one mana.

Lots more in the podcast proper. Give it a listen!

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The Beginning and End of Angel of Grace

Angel of Grace
Angel of Grace is the Beginning… But Will Often be THE END

Angel of Grace is card #1 for Ravnica Allegiance; so… The Beginning. But it will often be the end (of the game). This Angel is an extremely powerful threat creature. Let’s check out how:

Angel of Grace has both Flash and Flying

A 5/4 flyer with flash for 3WW is no joke. With no other abilities, it would still be a consideration to play. Having flash gives this creature some important tactical advantages. Here are some examples:

  • You can double up big threats against a permission deck. Test spell them with Angel of Grace; waltz it into an Essence Scatter, but then resolve your Lyra Dawnbringer the next turn.
  • Take advantage of your opponent’s Teferi window: A common play pattern will be to tap out for Teferi, Hero of Dominaria, and then draw a card. U/W players will have at least two open lands for your next turn. Usually this will mean some amount of defense, especially if they just drew Essence Scatter with their Teferi. But with this flashy Angel, you can resolve a big 5/4 before their two lands untap. Even better, you’ll be able to attack with it, not just resolve it!
  • In general, any “threat” deck can put pressure on the opponent — whether it’s with Knights, tokens, or whatever — forcing them to cast Cleansing Nova. With Angel of Grace, you just have an instant speed window to resolve a big beater, to keep on the pressure the next turn, while the opponent is tapped out for their sweeper.

Did you say “Angel’s Grace”?

“When Angel of Grace enters the battlefield, until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.”

This card is obviously a little punny.

It doesn’t have Split Second (or some of the other clauses of the original instant) but this middle ability will certainly come up. It can undo a lethal attack, many combo kills, etc.

Oh, and the opponent still has to deal with your 5/4.

4WW, Exile Angel of Grace from your graveyard: Your life total becomes 10.

Like we said, we’d consider Angel of Grace without these last two abilities. This one is in particular free. You can dump the Angel for free with Search for Azcanta, or get some free value from Explore guys like Jadelight Ranger or Merfolk Branchwalker.

Regardless of how you get your Angel into the graveyard, this last clause can make your opponent miserable. You can activate the ability at instant speed. It’s not a spell so your opponent can’t Negate it. On top of all that… The card itself is on the bonus; you’re not using a card in hand or creature in play to adjust your life total.

Least important block of text? Maybe. But it’s still there, and will contribute to the success that this card can help contribute, from tournament number one.

Check out even more Ravnica Allegiance discussion here:

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