It has almost been 20 years since the original Lorwyn release, and I can still remember playing that prerelease! Crazy how time flies when you’re playing Magic! There’s some fun new mechanics, as well as a return to some well-supported Typal (Tribal) archetypes. Let’s jump right on in!
5.0: Disgustingly powerful and basically unbeatable. Either answer it the turn it comes down or just pack up your cards. (Gruff Triplets, Virtue of Persistence, The Eternal Wanderer)
4.5: Incredible bomb that still gives your opponent a slim chance. (Virtue of Loyalty, Imodane's Recruiter, Realm-Scorcher Hellkite)
4.0: Great rare or the absolute best uncommons and removal. (Faunsbane Troll, Gumdrop Poisoner, Talion’s Messenger)
3.5: Great role filler or removal that you never cut. (Candy Grapple, Hearth Elemental, Torch the Tower)
3.0: Good playable that I’m basically never cutting. (Shrouded Shepherd, Spellscorn Coven, Sharae of Numbing Depths)
2.5: Decent playable and the bar I hope nearly every card in my deck to reach. (Evolving Wilds, Archon's Glory, Flick a Coin)
2.0: Mediocre filler that normally is your 20-23rd card(s). (Mintstrosity, Ice Out, Grabby Giant)
1.5: Replaceable, overall bad filler. Could also be decent sideboard cards. (Titanic Growth, Scarecrow Guide, Territorial Witchstalker)
1.0: Bad filler. Gets cut most of the time. (Dark Tutelage, Kindled Heroism, Impact Tremors)
0.5: Very unhappy to main deck this, but maybe it has fringe sideboard applications. Cards that “could” be situationally decent, but bad in most situations. (Smothering Tithe, Rhystic Study, Mana Flare)
0.0: Unplayable in every possible situation. They rarely print cards this bad these days. (Hew the Entwood, One with Nothing)
Chronicle of Victory
Rating: 4.0 // 5.0
As long as you don’t lose immediately after playing this, your squad will be gigantic, and you will draw enough cards to close the game out.
Dawn-Blessed Pennant
Rating: 1.0 // 5.0
This card is pretty weak. The lifegain is negligible, and the activated ability is completely situational.
Firdoch Core
Rating: 1.5 // 5.0
This seems close to completely unplayable, unless you are desperate for mana fixing/ramp.
Foraging Wickermaw
Rating: 2.0 // 5.0
This is a slightly better mana fixer than the above artifact, but I would only play it if I needed the fixing.
Gathering Stone
Rating: 2.5 // 5.0
This cards power is entirely relative to the amount of creatures you have of a certain type. This can be really strong if you have 15+ creatures of the same type, and I wouldn’t want to play it at around 13 or less.
Mirrormind Crown
Rating: 0.5 // 5.0
This is very slow, but it can be potent. I’d only play this if almost every creature generated additional tokens.
Puca’s Eye
Rating: 1.0 // 5.0
The only place you could play this is in a vivid/5c deck, and it’s pretty slow.
Springleaf Drum
Rating: 1.0 // 5.0
This has some application, but overall is pretty slow. It works nicely with tap effects, and can fix mana a bit, but I’m not excited to play it by any means.
Stalactite Dagger
Rating: 1.5 // 5.0
This is pretty weak overall, but I could see playing it in decks that really care about Typal synergies.
Shocklands
Rating: 2.5 // 5.0
These lands are great for mana fixing/splashes.
Eclipsed Realms
Rating: 1.5 // 5.0
This is technically fixing, but it’s only fixing for creatures.
Evolving Wilds
Rating: 2.0 // 5.0
This is decent enough mana fixing in this set. I may be hesitant to put it in a 9/8 mana base deck, but I’ll throw it in if I have a splash or a third color.
That’s a wrap for ECL! Good luck, I’ll see you at the tables!
Lose and Learn, Learn and Win!