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

 
  
by Pat Brokos

Comprehensive Guide to Stronghold, Part 3

Part 3 (Q to Z) of Pat Brokos's Comprehensive Guide to Stronghold. Part 1 covers from A to G. Part 2 covers from H to P.

Rabid Rats Yet another cheap 1/1 with some bad ability related to blocking. This is slightly better than some of the blocking cards, but still not good enough to see use in black weenie.
Ransack It’s expensive, but cast on your opponent, it could potentially be a pseudo-Timewalk. Cast on yourself, it allows for library manipulation on par with Lim-Dul’s Vault, although it lacks the ability to search for a specific card.
Rebound Aside from burn, there’s very little which targets a player. All in all, Honorable Passage is better vs. Burn, and that’s all Rebound is good for. Possibly anti-discard, sending a Stupor back at the opponent.
Reins of Power Most blue decks will not benefit from the little bit of damage this card will allow you to sneak through. If your opponent has enough creatures for the damage to be significant, you are probably in more trouble than Reins can pull you out of. If, however, you have a Goblin Bombardment...
Revenant For 5 mana, black could find much better cards. As a late game finisher for weenies he is decent, but there are cheaper black fliers which are better all around. Since he only gts what’s in your graveyard, his ability is significantly less powerful.
Rolling Stones Bad pun, bad card. I’ve seen proposals for decks which play a bunch of the new walls, and then drop this as a finisher. First, Counterspell or Disenchant will ruin your day. Secondly, there aren’t that many walls with power anyway. If you want an attacking wall, use Dream Prowler.
Ruination A decent card for crippling 5 color decks, but even then most good players will keep back one multi-land just in case. This is a card which is more threatening as a possibility, and does not have to be used to affect your opponent’s game play.
Sacred Ground If Disenchant wasn’t worth it, many decks will now be splashing White for this powerful anti-Armageddon, anti-Pox, anti-Ruination sideboard card. A really great way for Blue control, or maybe even Necro, to hide from Armageddon.
Samite Blessing A deck which is slow enough to waste a card on this and to be able to leave a creature untapped to make use of it, probably won’t need to do so. The effect provided is most useful in a weenie deck, where creatures are not available for abilities besides attacking.
Scapegoat I am not impressed by this. While it will save creatures from Wrath/Quake, putting them in your hand is not exactly optimal. Also, most good decks won’t cast more than 2 or 3 creatures, so it will be little more than an Unsummon in most situations.
Seething Anger Another sorcery that should be and instant. The buyback calls for a large devotion of mana to a single creature whom you cannot be certain will survive or be unblocked. It’s simply not worth such an investment.
Serpant Warrior 3/3 for 3 is good, but not great. Taking 3 damage vs. Burn is bad. Necratog or Hidden Horror will often be more powerful, and, ironically, a better card advantage investment (as 3 life vs. Sligh equals 1 card.)
Shaman en-Kor With so many 2 power creatures for 2, a 1 power creature is not going to cut it, especially when it’s best ability requires 2 mana to make use of it. This is simply too expensive and slow to see use in a weenie deck, and just not useful in other decks.
Shard Phoenix He is too expensive to use in any red creature deck, and requires too much red mana for a slower deck to make use of his recursing ability.
Shifting Wall With so many cheap walls with good abilities in Stronghold, why would anyone use this vanilla wall which requires a large mana investment to produce a wall on par with the others.
Shock Shock vs. Kindle will be a tough choice for many Standard red decks. Kindle is betterr for a slower counter-burn deck, which can count on getting more damage from Kindle, and on having the mana to cast it. Shock is more useful for weenie or Sligh decks, which may only see a single one, and can make use of the extra mana for more creatures early. With the addition of this and the popularity of Kindle and 2-power creatures, I feel 3 has become the toughness to the current environment what 4 was to the original type 2 with Bolt and Incinerate.
Sift As a sorcery, Sift requires the devotion of a turn’s worth of mana for an ability which is not considerably better than Impulse’s. For the same mana, you could have a Ransack.
Silver Wyvern If you can afford it, this is a sturdy new flier that will give Big Blue a knockout creature. With Counterspell mana to back him up, the Wyvern will spell the end for many decks. I see him replacing Air Elemental in many Standard decks. Unfortunately, Edict is not targetted.
Skeleton Scavengers 3 mana for a 1/1 had better provide a good ability, and this regenerate and inflate thing is not good enough. Incinerate and Edict do not allow regeneration.
Skyshroud Archer He would be decent vs. Frenetic, Rainbow, etc. if Green didn’t already have so many PHENOMENAL 1 cc creatures like Llanowar Elves or Quirion Ranger. Only in environments where Frenetic is big will this guy see any use.
Skyshroud Falcon An untapped 1/1 is of precious little use, especially when you could have one that’s pro-red or pro-black.
Skyshroud Troopers 3/3 for 4 is not good, and by that time, the extra mana won’t help very much either. Who wants to use a 3/3 to cast a Quirion Ranger?
Sliver Queen 7/7 for 5 is good, but the different colored mana casting cost is difficult to get with any speed, so she usually doesn’t come out early. Once she is out, her ability to make little Slivers really doesn’t matter much.
Smite White needs good creature removal, but this isn’t it. White control, which may have made use of it, has Wrath of God. It is White Weenie which needs a selective creature removal spell, but it cannot afford to leave behind a blocker. Also, Smite will not eliminate a blocker.
Soltari Champion 2/2 shadow for 3 is decent, and the extra ability is enough to consider using a few in White Weenie decks that once used Soltari Lancer.
Spike Breeder 3/3 for 4 isn’t that great, but his ability to split even if you have no other creatures is more useful than most Spike’s abilities. Too bad it costs so much to activate.
Spike Colony It isn’t worth the extra mana for more counters but no ability. A 5 cc card should have a huge effect on the game, and this does not.
Spike Feeder Again, the ability is expensive and gaining life is not significant. I’d rather have a Centaur.
Spike Soldier The best of the Spikes. His other ability requires no mana to activate, and allows you to save him from an Incinerate.
Spike Worker Just the ability to bounce his counters does not warrant paying 3 mana for a 2/2.
Spindrift Drake 2/1 flying for 1 is good, but the loss of 1 mana per turn is too inhibiting for the 1 extra damage. I’d rather play a 1/1 and keep my mana.
Spined Sliver 2/2 for 2 is good, and he shares a color with Muscle Sliver. Also useful is that he shares a color with Provoke, making the blocking ability not a complete waste.
Spined Wurm Vanilla creatures, unless they are very cheap, are not good. Spined Wurm is not very cheap.
Spirit en-Kor For 4 mana, you should be getting a larger creature than 2/2. Stick to the cheap en-Kor.
Spitting Hydra The creture is decent, but at 5 mana you need to get phenomenal. This is not the kind of card that sees tournament use.
Stronghold Assassin This guy is too slow to see much tournament use, except in decks using Gravepact. Even then, he’s probably too expensive to make a big difference.
Stronghold Taskmaster 4/3 with no other ability for 4 would be good, but the crippling effect on other black creatures is too big a drawback. Unfortunately, he requires too much black to splash.
Sword of the Chosen If it was 0 cc artifact, it would be too expensive. This is quite possibly the worst card in Stronghold. Why would you want to have more than 1 out?
Temper This is simply too expensive for an overglorified Honorable Passage. The extra toughness will rarely be worth the extra mana, and you can’t prevent damage to players.
Tempting Licid It is slower than Provoke, and it lacks the element of surprise. Plus, you’ll need mana to pull him back off the creature if the forced block kills it?
Thalakos Deceiver He’s a slower Control Magic that’s prone to creature removal, but on the plus side he can’t be Disenchanted. I think the some decks may put this to good use. However, with cards like Man-o’-War and now Evacuation, stealing creatures isn’t everything it once was.
Tidal Surge This is an expensive Fog. Tapping cretaures will only delay the inevitable.
Tidal Warrior Finally, a 1/1 for 1 Merfolk who makes other Merfolk abilities useful. Seasinger now becomes a viable option for Standard Merfolk decks. For that matter, Standard Merfolk decks now become a viable option.
Torment Why would you play this, which cannot even kill the creature, with so many other great black creature removal spells.
Tortured Existence Since it only puts the card back into your hand, trading creature for creature is not worth wasting mana and a card on. Carrionette or other creatures which you want in the graveyard are the exception, but since it requires you to already have a creature in the graveyard to use the ability, it isn’t as fast as something like Buried Alive.
Venerable Monk What deck has space to waste on a 2/2 for 3? Gaining 2 life is not a significant factor.
Verdant Touch Wasting a whole turn’s worth of mana to make a 2/2 is not a good idea, especially when you are opening your land up to creature kill.
Victual Sliver Given the choice of saccing a sliver for 2 damage or 4 life, which would you choose? It’s not that the life isn’t significant, but it is only good in a Sliver deck, and I don’t see a GW Sliver deck as tourney-viable. A 5 color Sliver deck wouldn’t have room for this less-than-optimal Sliver.
Volrath’s Gardens Since it requires a creature to be tapped on your turn, this is a bad card. With the exception of Awakening, which will give that creature back again, trading 2 mana and a creature for 2 life is not that good.
Volrath’s Laboratory In theory, you could create a CounterLab deck in the same vein as a CounterPost. However, paying 5 mana a turn is alot for any deck. I don’t see this as seeing much use, except as a finisher in some bizarre control deck.
Volrath’s Shapeshifter Most copying cards are not tournament worthy, but this may be an exception. Unfortunately, you cannot use Counters to protect him. Perhaps, if you splash black, you could reanimate whatever you fed him later.
Volrath’s Stronghold Necro will make use of this to recurse Bottle Gnomes, and keep Steel Golems from disappearing forever. Imagine, with Necro, this, and Bottle Gnomes...2 cards per turn for 4B, plus a blocker. Best of all, you can choose if and when you want to draw the creature again.
Walking Dream With so many exceptional creatures, many of whom have evasion abilities anyway, this is really a waste of 4 mana. On top of that, he sucks if you’re playing weenies.
Wall of Blossoms It’s no good for weenie, but other, slower green decks will love a cheap wall that doesn’t cost you a card.
Wall of Essence This should make creature hordes think twice about swarming you. Great for stalling until you draw a Wrath. Unlike most walls, it can effectively hold off several creatures.
Wall of Razors The worst of the new walls. What does Red need a wall for?, and what good is a 1 toughness wall? Talk about Fanatic bait.
Wall of Souls There aren’t too many black decks that will use walls, but this is a great way to hold off several creatures if you have a deck that would benefit from that. Maybe even an early staller for Necro.
Wall of Tears Combined with Propaganda, Blue has some major creature control. An opponent must now spend 4 mana to get any damage through, and then be prepared to pay more to recast their original creature. Particuarly devestating in PropOrb.
Warrior Angel She’s big and bad, but too expensive at 6 mana. Right now, except for Capsize, which is used in EXTREMELY slow blue decks, I can think of no reason to play 6 cc card. For your Volrath’s Shapeshifter, though...
Warrior en-Kor Another good en-Kor creature. With a Priest out, he’s pro-red, and either way he’s cool as a 2/2 for 2 that’s damage resistant. If only there weren’t so many good 2/2’s for WW that aren’t reliant on having out other creatures.
Youthful Knight Between White Knight, Soltari Monk and Priest, Order, and Warrior en-Kor, your White Weenie should not need more creatures, and why would you splash a 2/1 first striker?

Just a few last minute thoughts on the environment. Enchantments and artifacts will be big. Really big. Weenie decks will need some sort of boost, be it Cursed Scroll or Bottomless Pit, to counteract the heavily defensiv/disruptive cards that slower decks have received. I think Stronghold has mostly pushed the Standard environment in the direction it was headed anyway: blazingly fast set-up, whether it’s a solid creature base or a game-breaking combo, with plenty of strong artifacts and enchantments. White may not have the best new cards, but it’s staple artifact and enchantment removal will make popular at least as a splash color. Remember, anyone who wants to discuss this further can e-mail their ideas, or request that I take some time in the chat forum. Hope to hear from you...

         Pat Brokos
         1***1@e***r.com

[ Go to Part 1 (A to G) ] [ Go to Part 2 (H to P) ]
 


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