Tarkir: Dragonstorm will release on 4/8 to online platforms, so I’ll be breaking down each card to help you get accquainted! Much like it’s predecessor, TDM is a “wedge” set, that encourages you to play one of the supported color combinations; Abzan, Jeskai, Mardu, Sultai, or Temur. While 1-2 color decks are supported, the most powerful cards are often three colors, so you will be incentivized to support them.
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)
Though this won’t kill anything during combat, 4 toughness is a good number for surviving combat. This does fall off pretty hard in the late game, so keep that in mind.
This has a very high ceiling and very low floor. In a token / go-wide deck, I think it can be a viable trick. It works well with mobilize tokens, since they will die anyways, and also works somewhat similarly to a Snakeskin Veil for your entire board.
At its worst, this will be a five mana removal spell that forces an attack on her. On any game that’s board stalled, she will easily take over, and doubles the amount of mobilize tokens you create as well.
Mana fixing on a one drop is a bit sketchy. If you need mana fixing in your deck, the chance you will have the correct mana on turn one is likely pretty low. In a more focused, two color deck, this is a nice tool to help with a third color splash.
White looks like one of the more aggressive individual colors in the set, which makes Divine Arrow effects a bit worse than usual. This is still a solid removal spell, it just works better in decks that will be able to hit attackers instead of blockers.
By the time you’re able to get two copies of this creature, there will likely be a bigger dragon on the battlefield to stop them in their tracks. It’s still a fine flying creature to include in any deck.
This is a weird card, but can be problematic in certain games. The floor on this is pretty low, and it is definitely on the slow side, so there are some big downsides in trying to run this.
This is a nice enabler for white aggressive decks. The cast and equip cost are low enough to do in the same turn, and easily draws you cards with mobilize creatures.
This works well with mobilize creatures, but can also save your own creatures from removal spells. Flying is also huge to help push damage through the early game.
By itself, this actually isn’t half bad. I likely wouldn’t want to run it with 0 dragons, but you really don’t need many in your deck to justify playing this card.
White has a ton of support for the mobilize mechanic, and wants to be on the aggressive side. There are some cheap and effective removal spells. Of the three wedges associated with white (Abzhan, Jeskai, Mardu), it looks like it contributes the least to Abzhan. We’re gonna be jamming out blue next, stay tuned!
Lose and Learn, Learn and Win!
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Andy "Icky" Ferguson is a long time limited grinder, with his first draft in 1999 at the age of 11. 22 years later, you can still find him streaming drafts, achieving the top ranks, including rank #1 5 months of 2021. Seasoned member of the Draft Lab squad and appointed "zen master", Andy lives by the motto; "lose and learn, learn and win".