Rally: Kind of fun. I enjoyed discovering the combo in the tutorial of Lantern Scout (Rally: give lifelink to all your creatures until end-of-turn) and Serene Steward (whenever you gain life, lose 1 mana and give +1/+1 to your first creature). The new Gideon promises to give you a way to supercharge your allies with its ability to put up to 4 1/1 allies into play. This will work wonders with allies that have additive rally abilities (like gaining +2/+2), but won’t do much of anything with ones that give ability keywords like double strike. My biggest complaint with Rally comes down to the 3 creature limit (you will notice this is a theme in my review). Rally makes you want to play an ally each turn, but you’ll soon reach your 3 creature limit, and then what? This is not so much a problem if you can reinforce, but if you have a new ally in your hand, there isn’t much you can do other than sacrifice an existing creature, and then you lose out on whatever ability THAT ally would have conceivably given, plus your new creature has summoning sickness. If you want to make a dedicated ally deck, then I suppose one strategy is to play the small allies and then slowly upgrade them to the more expensive ones as the game goes on, but there’s a lot of inefficiency in throwing creatures away. Otherwise, you can just play a few of the stronger allies, like Hero of Goma Fada who is showcased in the tutorial as well. Honestly, he’s so good he’s worth including even if he’s the only ally in your deck!
Landfall: This is by far my favorite new mechanic. We’ve known since the game has been released that making two match-3s is better than making one match-4, but this mechanic makes you stop and reconsider if this is always the best play. The color-specific landfall abilities also tie in nicely to the supports that give you more of those color gems. Now, not all of the landfall cards are that strong, because you’re not going to be hitting landfall every turn, but I do find it to be a fun and satisfying ability.
Converge: Okay, let’s get to my least favorite mechanic. This is the rare ability that is better with a low-leveled planeswalker. With any decent walker, you might trigger 2 or maybe 3 colors, but it’s simply not possible to get more than that. Having a card that you can never mathematically use to its fullest potential is a bit of a slap in the face.
Awaken: Um… I can see where they’re going here. Paper magic has a lot of “kicker” type mechanics for when you want to have options to upgrade spells in the late game. MPQ is a bit different because your mana base doesn’t grow over time, so I think that’s why this mechanic feels forced. With Awaken, you can power up a card to get an amount of 1/1 elemental tokens, but the additional cost is usually inefficient for what you get. Also, you’re only going to want to do this if you have an open creature slot. Remember that if you already have your 3 creatures out, you’re not going to be able to put anything else into play without sacrificing something. I can see there being a strategy to keep one creature slot open for your landfall tokens and then play multiple landfall spells in the same deck so they can reinforce each other, but again, when you’re jumping through hoops to pay 12 mana for a 4/4 creature, you’re better off with a different strategy. At its best, if you only have one card left in your hand and happen to get an outrageous mana cascade, it can give that mana someplace to go rather than be wasted (if you have an open creature slot).
Void Gems, Ingest, Process, and Devoid: With the Eldrazi mechanics, they definitely succeeded in adding some unique things to the game. I’m going to break it down a bit as far as what you can do with them:
Using ingest to create void gems- By taking away the opponent’s primary color, this can help in slowing them down a bit and can screw up some of the colors matters cards (like Animist’s Awakening). Also, if they don’t have devoid creatures of their own, they don’t get any mana from matching void gems, while you do (but you only get 1 mana for each void gem so not really worth it). Unfortunately, ingest has a very high cost attached to it right now. Most early ingest creatures are in the 8-12 range and only ingest 1 when they deal damage to the opponent so it’s not like it’s going to slow them down much. They also don’t do much damage on their own so you’re mostly going to be using them to…
Using ingest to power up creatures with process- The tutorial shows off a fun process card, Ulamog’s Despoiler (17 mana for a 5/5, but if you have 2 void gems in play, he can come in as a 9/9). I think it makes for a cute linear strategy that lets you pay mana costs in a different way.
Overall, I don’t think the Eldrazi ingest->process strategy is as powerful as just ignoring it completely (I’d rather put a 4/4 into play and start beating you down rather than put a 1/1 with ingest into play), but I don’t mind it because it’s kind of neat and adds some variety. I imagine Eldrazi VS Eldrazi decks will be interesting… you may want to let your opponent hit you with ingest a couple of times and then steal their hard work with your own process card! I can’t imagine the AI has been trained to utilize process effectively, but we’ll see.
Eldrazi Scions: I think this deserves its own analysis. There are a lot of cards that put these 1/1 defender guys into play that, upon death, give you 3 mana. For example, Blisterpod is a 13 mana creature that is a 1/1 defender that, when dies, puts a scion into play. Or, there’s Call the Scions, a spell that puts 2 scions into play for 12 mana. Another take is Brood Monitor, a 15 mana 3/3 defender that puts a scion into play when it enters the battlefield. They appear to serve as a way to both clog up the board and help ramp into bigger spells, but I just can’t get behind them. Like most new mechanics, they’re very expensive. Would I rather play Brood Monitor for 15 in the hopes of ramping into another card later, or would I rather just play Iroas’s Champion for 16 and dominate the game immediately? To Brood Monitor’s credit, when you calculate the 3 mana savings you get from the scion, you’re essentially paying only 12 mana for what’s a 4/4 defender, which is about a fair price, but it also costs 2 whole creature slots that could be filled with decent attackers. What also hurts the scions’ case is that, even if you have 4 scions stacked on top of each other, you will ONLY GET 3 MANA when all of them die. So once you have one in play, all subsequent scions are just 1/1s. To think that Call the Scions may only be a 12 mana 2/2 creature in some situations is enough to make me cry at night. Now, because these do exist and maybe some players will have them in their decks, it makes cards like Somberwald Alpha or anything with trample or flying better at winning in fewer turns.
Colorless Matters: Finally, there are a number of cards that give bonuses to colorless creatures. Gold-Forged Sentinel fans can rejoice! Most of these creatures are devoid, like Forerunner of Slaughter, a 13 cost 4/3 black/red creature that says: when a colorless creature enters the battlefield, it gains haste. As it currently stands, and maybe this is a bug, the Forerunner does not grant himself haste because he is not colorless. Only true colorless cards count, and right now, most devoid cards are not considered colorless. I think if they fix this, it could be a useful ability to build a deck around.
Final Impressions: The developers added A LOT of new stuff to this set, so much that my head was spinning at first. Once I got used to all the new mechanics, I felt that:
- it’s hard to translate new mechanics from paper magic to puzzle quest, mostly because the 3 creature limit makes things that are good in paper magic just plain bad in puzzle quest magic.
- the new cards are very weak and overcosted. Except for rares and mythics. There are some really good rares and mythics that you won’t mind adding to your deck that take good advantage of the new mechanics. Again, this is because if you can only have 3 creatures in play at a time, they had better be GOOD creatures on their own; weenie strategies are not viable in this game when you have 3 creatures and 100 life points!