Beyond Dominia April 1998 -- Vol. 3, No. 4

 
  
by Pat Brokos

Comprehensive Guide to Stronghold

This is a comprehensive evaluation of each card in Stronghold, based on MY opinions. Read them, think about them, disagree with them, just don’t accept them as fact; always use your own judgment in evaluating cards. Crticism is welcome and encouraged - I would be very interested in discussing these cards with anyone, and if anyone reading this indicates to me that they would be interested in speaking live, I could try to book some time in that new chat forum thing Beyond Dominia has set up. Anyway, I may as well give some qualifications for the accuracy of my opinions: I was in the top 25 at the Washington Stronghold Pre-Release of 560 people, and I recently won a sanctioned Tempest-Stronghold sealed deck side tournament at our NY Qualifier. This evaluation is for the Standard environment ONLY, I will probably not even reference any other format. If you don’t know what these cards do, Neutral Ground has spoilers here.

This guide is split up into three parts. The first part which covers cards from A to G, is listed below. The second part covers cards from H to P, while the third part covers cards from Q to Z.

 

Acidic Sliver A 2/2 for 2 is not too shabby, and the ability to sac it for 2 damage is good if you have no other slivers in play. While I wouldn’t recommend him for a deck without any other slivers, along the lines of a Muscle Sliver.
Amok While it’s a decent card, decent doesn’t cut it in the cutthroat tournament world. At the same cost as an Incinerate, it does...nothing. It costs an additional mana and random discard (hope you’re not holding that Incinerate) to do an extra damage, or save a creatur. I guess it could be used to unload your hand for Scrolling purposes, but the loss of card advantage entailed deserves a much stronger effect.
Awakening This is one of the most abusable cards in Stronghold. The ability to Capsize or activate a Tradewind Rider and then untap your permanents allows for up to 3 activations of any ability requiring only mana and/or tapping a creature in the amount of time you could usually use only 1. The casting cost is prohibitive, and many other decks will be using cards which could take advantage of this, but if you are more prepared, it will give you a huge advantage.
Bandage The 1 damage is not significant to make this useful, as it will quite often be a wasted card in your hand. Currently, many White weenies are toughness 1, so it won’t even save them from a Shock or Kindle. In a deck with alot of 3 toughness creatures (Ophidian, Flunkies, etc.) it could be useful vs. Sligh, but I don’t feel it’s worth a slot in your deck.
Bottomless Pit Talk about massive disruption. This spells disaster for blue almost as surely as City of Solitude, but the Pit is better against many other decks. Combined with other Black or Artifact tools such as Megrim, Cursed Scroll, Pox, and Ensnaring Bridge, the Pit allows for soft locks, and can come out first turn on a ritual. Splashing Blue may also be useful because once the opponent’s hand is empty, Man-o’-War becomes Nekrataal and Tradewind Rider is a re-usable Desert Twister.
Brush with Death The ability for 2B isn’t impressive, and the expensive buyback is way too inhibitive to warrant tournament use. Gaining 2 life a turn isn’t as useful as one big Drain, and costs alot more. It could maybe fit in a very slow Zur’s Wierding/Necro locking deck, but it doesn’t sound feasible to me.
Bull Whip Combined with the new walls, it could allow for some interesting effects, but it makes for an expensive, inferior Rod of Ruin or a slow way of drawing an opponents creatures to the teeth of your monstrous critters more often. It’s too expensive to see regular use.
Burgeoning Unless you have a way of putting alot of lands in your hand (where’s Land Tax when you need it?) this ability will be wasted more often than not. By the time you can cast this, you shouldn’t have lands left in your hand, and if you do, they probably won’t do you alot of good going into play that much faster. Decks using Constant Mists and Fugitive Druid may find this useful, though.
Calming Licid It’s rather expensive for a 2/2, but it is Pacifism in a creature (sort of). One of the better Licids, but not worth playing in comparison to some of White’s other creatures.
Cannibalize In an environment with Terror, Nekrataal, Banishing, and Edict, these really are extraneous. I can’t think of a deck which will reguarly put these to better use than any of the other options.
Cardassid It is 5/4 trample regenerating, but it costs too much to see much use. For the same amount of mana (and only 2 more per turn than you’d have to save for regenerating) you could have a Force of Nature. Face it: Green creatures must be fast AND fat. Just fat won’t cut it.
Change of Heart I’d rather use Wall of Essence to hold off attackers, and that won’t cost me 4 mana per turn. Much like Mind Games, the expense of casting every turn keeps it from being effective creature control.
Cloud Spirit Basically a slightly stronger and much more vulnerable Cloud Elemental. In the current environment, 3 is becoming the minimum toughness for resilient creatures, avoiding Shock and Kindle. The extra damage isn’t worth the increased vulnerabiltiy, and that’s assuming you’re going to use either Cloud creature.
Constant Mists Without an engine like Hermit Druid/Gaea’s Blessing, you’ll stall yourself away to nothing much as Zuran Orb once did. However, with such an engine, and maybe a Burgeoning or Horn of Greed thrown in...
Contemplation A good way for White control decks to keep full hands, allowing for larger Gerrard’s Wisdoms and Empyrial Armors. Between this and Pursuit of Knowledge, White control may emerge as a powerful new foe. Particuarly strong in multiples...
Contempt An expensive way of creature “control” that still has you taking damage every other turn. This is horrible, if you ask me.
Conviction Just another crappy creature enchantment, nothing extroardinary to make worth using.
Convulsing Licid How often is getting blocked a problem? For my 2R, I expect a better 2/2 with an ability- like Suq’Ata Lancer.
Corrupting Licid Weenie decks have very few slots for 3 cc creatures, and his ability isn’t strong enough to make him worthy of filling them.
Craven Giant This guy is way too vulnerable for 3 mana, and he can’t even be used to kill an attacker. It will take three turns for him to deal more damage than a Lancer, and he probably won’t live that long.
Crossbow Ambush Blocking creatures is not that useful, and very few fliers are getting used. Green will usually outrace or lose to any deck with flying, regardless of its blocking ability (or lack thereof).
Crovax the Cursed Flying black is good, but saccing a creature can be a problem. Even saccing one will allow for 15 points of flying damage, though, so don’t rule him out as a finisher. Gallowbraid and Morinfen are probably better in most decks.
Crystalline Sliver Too bad white and blue don’t have any other good slivers, because his ability rules. If you can make a 5-color sliver deck work, these are among the best. I haven’t looked into the possibilities yet.
Dauthi Trapper 3 mana for a 1/1 who can make other creatures basically unblockable is just plain bad.
Death Stroke If only it were an instant. Since it isn’t, Terror and Edict will take care of your creature problems without letting the creature hurt you once. Much like Contempt, this is too slow to be useful.
Dream Halls By the time you have the mana to cast this, you shouldn’t have trouble casting other spells. It’s useful in some combo decks, but I’m counting it out.
Dream Prowler A decent blocker who can eventually deal a slow kill. For half the cost, though, Wall of Tears will usually be better. Offensively, he’s way too slow.
Duct Crawler A 1/1 with an expensive, barely useful abiltiy. Who cares if a 1/1 isn’t blocked?
Dungeon Shade A big black flier, but by the time you have 4 mana, the opponent can probably kill him. He’s too vulnerable upon casting to be useful in most decks.
Elven Rite As a sorcery, the extra two counters won’t matter. It it were an instant, the abiltiy to kill creatures would counteract the loss of card advantage.
Endangered Armodon Which deck that could make good use of a 5/4 doesn’t use Elves, Boas, Rangers, Slivers, etc.? For 2GG, you’ll get alot more out of Lhurgoyf or Maro.
Ensnaring Bridge The Rath cycle is really testing our theory of card advantage. Here’s another card which offers huge rewards for tossing card advantage to the wind. Combined with other cards which reward this, like Scroll, Pox, and Pit, you’ll have quite a deck.
Evacuation Mass creature stalling for Blue will add a much needed solution to the weenie problem Propaganda began to solve. Without some sort of back-up, weenies will fall apart to Blue now.
Fanning the Flames Without buyback, it’s a less versatile Rolling Thunder. By the time you pay the buyback, you can’t afford to do much damage. Hammer is infinitely better.
Fling Trading 2 cards for minimal damage is not good. With Incinerate, Kindle, and Shock, why would you need to sac a creature?
Flowstone Blade An expensive Immolation, and who used that?
Flowstone Helion If you can get him through, he’s a reusable Ball Lightning. At 5 mana, though, he’s slow and vulnerable. Once you lose surprise, don’t count on attacking with him again.
Flowstone Mauler A great creature, but by the time you get to 6 mana, you can just use Shivan. I feel he is too expensive to see tournament use.
Flowstone Shambler A 2/2 or a 3/1. I’d rather have a Lancer.
Foul Imp 2/2 flying for 2 is good, but the damage sucks. With so many other good black creatures for 2 mana, he won’t get used much. Shadow is easily as good as flying, and Horror doesn’t hurt.
Furnace Spirit The turn you cast him, you probably won’t be able to pump him. Once you’ve lost the element of surprise, he’ll be of precious little use. 1 toughness is just too vulnerable for a 3 casting cost creature.
Gliding Licid If only he flew himself. Blue doesn’t really have other good creatures that don’t fly, so the ability is mostly wasted.
Gravepact It’s expensive, but once it comes out, there’s lots of ways to abuse it. Cards like Pox or Tombstone Stairwell will quickly eliminate the opponent’s creatures. Also good with cards like Mogg Fanatic or Bottle Gnomes, that you want to kill. Very strong in multiples.

[ Go to Part 2 (H to P) ] [ Go to Part 3 (Q to Z) ]
 


[ Back to April 1998 Table of Contents ] [ Back to Beyond Dominia ]

Magic: the Gathering is a Registered Trademark of Wizards of the Coast