Mirrodin Sealed Review, Part II: Artifacts and Non-basic Lands A-K
We continue our journey through the multifarious new elements of Mirrodin with the artifacts and non-basic lands. I'll make a note of which colors an artifact works best with, either because it requires or gives mana of that type, or because it simply works better with the cards of that color. Most of the artifacts that actually require colored mana are more or less useless outside of that color, but a few of them are playable if you just need a body to bounce a Loxodon Warhammer off of. I'll make a note of which color an artifact goes best with in a separate line, akin to the rating and"goes well with" assessment. On to the cards!
Ancient Den
The artifact lands in Mirrodin are a wonderful design element, because they provide power (increased numbers of artifacts) at a price (they're much easier to remove than normal lands). Of course, it does not behoove you to run them if you pay the price without getting the power - and in most instances, Ancient Den will not help your deck significantly. White has very few uses for"artifact count," and this will only be useful if you need more artifacts for another color.
Rating:
Playable (Low)
Cards to look for:
Affinity artifacts, blue/black/red effects that want more artifacts in play.
Blinkmoth Well
The Well is interesting, but fundamentally inefficient. It can't stop most artifacts with activation costs, it doesn't turn off very many of the static artifacts, and it's completely worthless against artifact creatures. Leave this out unless you have an unusually robust mana base.
Rating:
Playable (Low)
Cards to look for:
Easily-cast spells.
Cloudpost
In Sealed Deck? What a hoot. I could see the Eight-locus draft deck being okay, but it ain't happening in the land of pack-cracking.
Rating:
Unplayable
Cards to look for:
Three other locuses.
Glimmervoid
A nice card to have, since you ought to have enough artifacts to make good use of it. Don't run this in combination with Molder Slug or the like, and be careful about running too few lands, or this may end up mana-screwing you Temple of the False God-style. Otherwise, play it and enjoy your nice colored mana.
Rating:
Playable (High)
Cards to look for:
Splash cards, cards with difficult casting costs.
Great Furnace
The second-best artifact land, Great Furnace is ideal fodder for your Atogs, Krark-Clan Grunts, and Shrapnel Blasts. Just don't sack this too early, and wind up without enough mana to operate effectively.
Rating:
Playable (High)
Cards to look for:
Artifact sacrifice effects, affinity spells.
Seat of the Synod
The very best artifact land, the Seat can become slightly degenerate at times (especially in combination with Silver Myr, which with an artifact on turn 1 will bring down a Myr Enforcer or Somber Hoverguard on turn 3) and will almost always make the cut in a blue deck. Affinity is a potent mechanic, and this leverages it to the fullest. Far, far better than Chrome Mox in Sealed deck.
Rating:
Playable (High)
Cards to look for:
Affinity spells.
Stalking Stones
Do you need me to tell you to run this? It's a land that becomes a creature when it doesn't need to be a land anymore. A free 3/3 sounds good to me-how about you?
Rating:
Playable (High)
Cards to look for:
Nothing in particular.
Tree of Tales
Here's the spokesman for the color Green - Triumph the Wonder Dog!
"Yes, green likes artifacts... For me to poop on!"
Well put, Triumph.
Don't run this unless another color wants it, because your green cards will be trying to kill it when you're not looking.
Rating:
Playable (Low)
Cards to look for:
Blue, black or red synergies, Myr Enforcer.
Vault of Whispers
Mmm... Nims like Vault of Whispers, especially flying Nims that eat your opponent's head before he can topdeck a burn spell. Also solid for all of the usual artifact-land reasons (edible, affinity-happy, and so forth.). Beware the sudden Shatter used as a combat trick to reduce your Nim's power, and you should do okay with this.
Rating:
Playable (Medium)
Cards to look for:
Nims, blue or red synergies, affinity artifacts.
Aether Spellbomb
Man alive, are there a lot of artifacts in this set... Luckily, we start with a good one.
Unsummon is a solid card in 8th Edition Sealed play, and the Spellbomb is like an Unsummon that also cycles and helps with affinity. Solid and splashable.
Rating:
Playable (High)
Colors:
Blue
Cards to look for: Comes-into-play abilities (this is nuts with Viridian Shaman, for instance).
Alpha Myr
Entire articles have not been written about this guy... And with good reason. If you need a 2/1 for two mana to fill out your curve, run him, otherwise stay away. Best in Green and Blue, the colors with the generally weakest cheap creatures. Mana Myr are almost always better, though.
Rating:
Playable (Low)
Colors:
Blue, Green, Black
Cards to look for:
Equipment to make him threatening (or to help him live).
Altar of Shadows
Ouch. The casting and activation costs are a bit of a whack, but the ability to essentially run an unentwined Betrayal of Flesh every turn after the first is powerful and deadly. I worry about the casting cost, though... Mirrodin isn't a set that lends itself to long stalemates, and this card works best in long stalemates.
Rating:
Game Winner (Hard)
Colors:
Black, Green (since it has few removal spells), Blue
Cards to look for:
Mana sinks, stall inducers.
Banshee's Blade
I've run the Blade, and I'm not impressed in the slightest. Usually it gets smoked before it has any impact at all, leaving you down a bunch of tempo and potentially a creature. It doesn't work with Spikeshot Goblin, because the damage has to be combat damage. Stay away unless you have substantial evasion capability.
Rating:
Playable (Low)
Colors:
White, Blue, Black
Cards to look for:
Flyers, Neurok Spy, Leonin Den-Guard.
Blinkmoth Urn
Hmm. Whoever these Blinkmoths are, they sure don't make their Magic cards too strong. A five-mana artifact that accelerates both players, with colorless mana? No thanks. Leave this one to Zvi and Nate Heiss.
Rating:
Unplayable
Colors:
Slightly better in Green
Cards to look for:
A ton of expensive cards that will cause you to lose every game you play.
Bonesplitter
A no-brainer. Put it on evasive creatures and smash face. Put it on first strikers and smash face. Put it on Leonin Den-Guards and smash face and block. Put it on Spikeshot Goblin and smash face at long distance. I think you grasp the concept. Molder Slug is the only card that would make me even consider not running this.
Rating:
Playable (Very High)
Colors:
White, Blue, Red
Cards to look for:
Steel kitties, Spikeshot, evasive creatures.
Bosh, Iron Golem
Massive... And massively costed. On the other hand, if you're in red, he has"Sorrow" written on his forehead in magic marker, and he's referring to your (soon to be late) opponent. (Aside: Read Durang's play"Funeral Parlor," if you haven't already. It's the funniest short play I have ever seen.) Try to get some accelerators to help him come out in time to swing the game.
Rating:
Game Winner (Hard)
Colors:
Red
Cards to look for:
Acceleration of almost any variety, artifacts (they're hard to come by, I know).
Bottle Gnomes
Pure solidity. Bottle Gnomes won't win you any games, but it may keep you from losing some, and it's good defense against an early equipment card on a Myr. If your three-slot is incredibly crowded, don't run the Gnomes, but if there's room, put the Gnomes in your lineup.
Rating:
Playable (Medium)
Colors:
Red, Blue, Black
Cards to look for:
Defensive equipment
Cathodion
Strictly better than Serpent Warrior, and colorless, Cathodion is worth the price every time. Any sort of equipment can turn this fellow into an absolute wrecking ball in the early game, and the drawback can often be harnessed by cards like Goblin Replica. Even if you can't do anything with the mana, it's only three life. I'll pay that and three mana for a 3/3 colorless creature every day of the week, at least in Sealed. Red can make use of his ability (through an Atog, for instance) to summon things like Bosh on turn 5.
Rating:
Playable (High)
Colors:
White (Thanks to its synergy with equipment), Blue, Red
Cards to look for:
Quick equipment, sacrifice effects, mana sinks
Chalice of the Void
If you can figure out how to make this work in a Limited game, you are simply a far better man than I. Leave this in your sideboard, then trade it to Oscar Tan after the tournament so that he can ritually burn it.
Rating:
Unplayable
Colors:
None
Cards to look for:
What do you want out of me? Don't play this, okay?
Chromatic Sphere
A taste of the late-but-much-lamented Invasion Block in Mirrodin, and an excellent card to include. Not only does it cycle for one mana and thin your deck, it helps splashes and affinity artifacts. It's like being able to play with a thirty-nine-card deck. Run this unless you are two colors and have twenty-four medium or better playables.
Rating:
Playable (High)
Colors:
None (designed for splashing)
Cards to look for:
Single-colored-mana removal spells (like Betrayal of Flesh and Shatter) in a color you wouldn't otherwise play.
Chrome Mox
The jury is still out on whether the Mox really helps many Constructed decks, but in Limited the deliberations lasted about an hour. Don't run Chrome Mox. Your deck will be half artifacts. Is it worth the loss of one of your remaining cards for acceleration, which most times will be no better than a mana Myr? Is it worth the dead, dead, dead draws of this card after turn 5 (meaning that about half the time you'll draw it, it will be utterly useless)? Only run this if you want to cast it without imprinting a card.
Rating:
Unplayable (The answers to the above questions, by the way, were both"no.")
Colors:
None
Cards to look for:
Sacrifice effects that could justify playing this without imprint; many, many affinity cards.
Clockwork Beetle
Clockwork Beetle is about as feeble as a creature can get. It can't even survive success, let alone failure. Mirrodin is not a tempo format, and you don't need something that can block morphs on turn one. Bench the Beetle.
Rating:
Unplayable
Colors:
None
Cards to look for:
If you have three Leonin Scimitars, this might edge toward a low playable slot.
Clockwork Condor
The Condor has evasion, unlike the Beetle, and this is not to be dismissed in a format where the creatures are so weak. Nonetheless, the Condor usually won't survive its first combat; at best, it'll trade with a flyer. Run this in flyer-light red-black decks, or in green if you didn't come up with any Tel-Jilad Archers.
Rating:
Playable (Low)
Colors:
Red, Green, Black
Cards to look for:
Toughness-boosting equipment, Dragon Blood.
Clockwork Dragon
From one extreme, with the clockwork creatures, we come to the other. Clockwork Dragon is a bomb. It goes in every deck that has one, and it kills every opponent it faces that doesn't have an answer. Plus, it's usually going to be getting bigger every turn. What a kick in the face.
Rating:
Game Winner (Medium)
Colors:
All of them, silly!
Cards to look for:
Predator's Strike (to increase the foolish amounts of damage this is already dealing).
Clockwork Vorrac
Clockwork Vorrac looks pretty terrible, especially if you've ever had the pleasure of playing with Phantom Nantuko - but in Mirrodin, he's fine. The creature assortment isn't the best, and he will eventually become a fairly substantial threat. Trample is a big help here. Definitely runnable in most decks.
Rating:
Playable (High)
Colors:
Blue, Black, White
Cards to look for:
Equipment, Dragon Blood.
Cobalt Golem
In blue, this is superior to Patagia Golem, whose three-mana activation cost makes him very annoying to use offensively. He won't win games by himself, but give him a Bonesplitter and he'll give your opponent a very short clock. Marginally playable without blue if you really need a body to bounce Sword of Kaldra off of.
Rating:
Playable (High) in blue, Playable (Low) otherwise
Colors:
Blue
Cards to look for:
Power-boosting equipment.
Copper Myr
Mmmm, Myr... And the best one, to boot. Any source that can get you green mana in the event that you don't already have it is valuable, because so much of the land-search capability is located in green. Green also happens to be the color that wants to accelerate out fat creatures, and the color with the most color-intensive bombs. Easily the best Myr, you'll run this every time you're in the color.
Rating:
Playable (High) in green, Playable (Low) otherwise
Colors:
Green
Cards to look for:
Large creatures, land searchers, green-intensive spells.
Crystal Shard
This card is insanity on a stick. Not only does it basically make your creatures unkillable when you have a blue mana open, it forces your opponent to keep two mana open to avoid having his creatures bounced. It's so good, it's justifiable to play this in a deck with no blue, just on the strength of the effect. Works with comes-into-play effects; stupidly broken with Viridian Shaman or Duplicant.
Rating:
Game Winner (Easy) in blue, Playable (Medium) otherwise
Colors:
Blue
Cards to look for:
Viridian Shaman, other comes-into-play abilities.
Culling Scales
I'm not sold on the Scales for Limited play; it seems like sideboard tech to me. Too often, it will trade one-for-one, or even two-for-one against you, and then go away. If you fear Bonesplitter massively, run this; if not, keep it in the 'board for use against Steel Kitties.
Rating:
Playable (Low) in maindeck, Playable (Medium) from sideboard
Colors:
Green, Blue (slowest colors)
Cards to look for:
Expensive cards not affected by the Scales.
Damping Matrix
Another card you don't particularly want to maindeck, but which hoses Bonesplitter and Leonin Scimitar to some extent. Keep in mind, though, if they're already equipped, you'll still have to kill the creature they're on. It's also good against Spikeshot Goblin, but not good enough to maindeck unless none of your cards meet the criteria (and it's hard to imagine you have no golems, replicas, or equipment).
Rating:
Unplayable maindeck, Playable (Medium) from sideboard
Colors:
Green, Black
Cards to look for:
Creatures with good power/toughness and/or static abilities.
Dead-Iron Sledge
Another card I'm not sold on, as it's frequently unclear who will gain more from the effect. It's a good blocking deterrent, but Mirrodin isn't a set where you want to provoke a ground stall. Pretty good with Nuisance Engine or any recurring creature generator, though. Best in Blue/Red decks with weakish ground creatures.
Rating:
Playable (Low)
Colors:
Blue, Red
Cards to look for:
Generic chumps, creature generators.
Dragon Blood
I like Dragon Blood. I can't help it... I know it's not that good, but the idea of a theoretically arbitrarily large creature is such a sexy one that it's irresistible. Plus, it's excellent with Power Conduit or Clockwork creatures. Also good for helping Nims extend their brief lifespan. Feel free not to run it, though... it's not the fastest horse in the stable.
Rating:
Playable (Medium)
Colors:
Blue, Black
Cards to look for:
Nims, clockwork creatures, Power Conduit.
Dross Scorpion
I know that this can produce some ridiculous effects with Granite Shard, but face it, people-you're paying 4 mana for a 3/1, which ought to cost three. It's almost always going to be strictly worse than Nim Replica. Would you run an off-color Nim Replica? Didn't think so. Don't run the Scorpion, either, unless you're desperate for any warm body.
(Although it's an artifact... so it's probably not so warm. One more reason not to run it.)
Rating:
Playable (Low)
Colors:
None
Cards to look for:
Granite Shard, Slagwurm Armor.
Duplicant
Do you need me to tell you that a card which can remove any nontoken creature from the game and give you what may be a healthy body as well is good? No, didn't think so. I can't think of any deck that wouldn't run this, ever.
Rating:
Playable (Very High)
Colors:
Green, Blue, White
Cards to look for:
Bounce effects (Crystal Shard, perchance?).
Duskworker
Unimpressive, to say the least. A terrible blocker, Duskworker isn't even particularly special on the attack, where any creature with a toughness of five will hold him off until you get nine mana. Plus, he's easy to kill and doesn't damage your opponent efficiently. Only good with equipment.
Rating:
Playable (Low)
Colors:
Black, Red, White
Cards to look for:
Loxodon Warhammer, Bonesplitter
Elf Replica
Not a lot of targets for old Mechanelf, are there. Good if your opponent is in white, because he'll probably have Arrest; otherwise very mediocre. I'd keep him in the board and side him in against Dominate and Arrest unless I had to run him. Obviously unplayable outside of green.
Rating:
Playable (Low) in green
Colors:
Green
Cards to look for:
None.
Empyrial Plate
The first of several"I win" equipment in the set, Empyrial Plate is everything that Empyrial Armor was, only it happens to every creature you play. Your opponent had better be packing Shatter, or he'll just be packing, in a hurry.
Rating:
Game Winner (Easy)
Colors:
White, Black, Red
Cards to look for:
The usual Steel Kitties suspects.
Extraplanar Lens
Another card that will be used (or at least tried) in Constructed, the Lens is simply lacking in Limited play value. Normally you won't have more than three of a given land type anyway, and the Lens really only adds one mana at that point - hardly justifying the risk you take playing it. Besides, half the time your opponent will be getting a free ride. Leave this one behind.
Rating:
Unplayable
Colors:
None
Cards to look for:
None; nothing is expensive enough to warrant this.
Farsight Mask
Okay, folks, here's the deal - we don't want our opponents damaging us. It tends to reduce one's life total somewhat. This costs five mana, so it's not fast, and you have to be damaged by two sources to net a single card. Too little, too late in most circumstances. Not runnable.
Rating:
Unplayable
Colors:
None
Cards to look for:
I don't know; Mindslaver?
Fireshrieker
Here's a no-brainer. In case you didn't notice from playing Legions, double strike is a rather powerful ability. The capability to grant it to any creature, for no card disadvantage, is exceptional. It's terrific with Slith creatures; this on a Slith Ascendant on turn 4 (perhaps by way of a Talisman or Myr) could easily be game over in three attacks. This card will make almost any deck - blue and red are the only colors in which it lacks maximum efficiency (white has equip-happy creatures, green has fat, black has high-power Nim) and even they don't mind the ability.
Rating:
Playable (Very High)
Colors:
White, Black, Green
Cards to look for:
Tramplers, high-power creatures, Skyhunter Cub, Sliths, and probably quite a few others.
Frogmite
Sigh. A Grizzly Bear-sized creature that's usually the cost of a Gray Ogre or worse isn't going to cut it, even in a weak-creature block, even as an artifact creature. You can do far better.
Rating:
Unplayable
Colors:
Blue, Black
Cards to look for:
Mad accelerators (like Chrome Mox).
Galvanic Key
Why couldn't they have just reprinted the original? It's not broken without Thran Dynamo and Grim Monolith anyway, and this one is a piece of bodily waste. Five mana to untap an artifact? No thanks.
Rating: Unplayable
Colors: None
Cards to look for: Artifacts you simply have to untap (like Goblin Charbelcher??).
Gate to the Aether
What a lousy run of artifacts we have going here. Six mana for a symmetrical effect? I hate to have to tell you this, but this is not going to cut it in Sealed Deck. Your deck is simply too similar to your opponent's to justify losing a card and six mana.
Rating:
Unplayable
Colors:
Better in Green - but this is still unplayable.
Cards to look for:
Huge fat - but this is still unplayable.
Gilded Lotus
Oh, for heaven's sake. Don't defile the name of lotus with this piece of trash. There are precisely seven cards that make this runnable, most of them rare: Luminous Angel, Promise of Power, Reiver Demon, Living Hive, Plated Slagwurm, Grab the Reins, and Trolls of Tel-Jilad. If you don't have one of these, you don't need this card. Give it a rest - it ain't black enough.
Rating:
Unplayable (except see above)
Colors:
Green is the most likely (it has three of these creatures, one of them uncommon).
Cards to look for:
See above.
Goblin Charbelcher
Out of the crap rare wasteland at last! This is a powerful effect, although it can be a bit mana-intensive. Don't skew your development trying to use this, because it isn't reliable. A great finisher, however, and a good card to draw removal away from other threats. Obviously better if you're in red, but still playable otherwise.
Rating:
Playable (High)
Colors:
Red
Cards to look for:
Other damage effects to finish off wounded creatures.
Goblin Dirigible
Slow, mana-intensive... And game-breaking. 4/4 flyers, if you haven't heard, are good in Limited. In Sealed, this is especially terrific because your mana base is shakier. As soon as you get to six, you can cast this with impunity. Don't be afraid to attack with it, but try not to leave it tapped for long periods of time. It may be better as a blocker. It hardly bears noticing that this is flat-out ridiculous with Vulshok Gauntlets.
Rating:
Playable (High)
Colors:
Green, Red (fewer native flyers)
Cards to look for:
Mana producers, Vulshok Gauntlets, Roar of the Kha.
Goblin Replica
On the one hand, it's pretty hard to imagine not running this if you're in red. On the other hand, it's hard to imagine getting excited about it. Yes, it can be a two-for-one - but remember, the body is only that of a Grey Ogre, and the ability is incredibly expensive. Your opponent will be able to kill this while you're tapped out, at some point, so don't put much stock in it. Unplayable outside red.
Rating:
Playable (High) in red.
Colors:
Red
Cards to look for:
Recursion like Moriok Scavenger.
Goblin War Wagon
It looks terrible, but the War Wagon is actually an okay card, because there are so few Hill Giants in Mirrodin. (There's Troll Ascetic... but don't get me started again.) Like the Dirigible, this is insanity on a wagon with Vulshok Gauntlets. (Weird mental imagery, though. Gloves on a wagon?) Again, try to hold back to block if you can't afford to untap it.
Rating:
Playable (Medium)
Colors:
Blue, Black
Cards to look for:
Roar of the Kha, Vulshok Gauntlets, mana producers.
Gold Myr
Not the greatest of Myr. In fact, despite the fact that its metal is the most precious of all of the Myr, this particular Manakin is the weakest of the cycle. Simply put, white has less need for fast mana than any of the other colors, because its weenies are by far the best. Later on, you'll be relying on other colors to carry the load.
I'm not saying not to run it - Myr are very good - just don't put too much stock in it.
Rating:
Playable (Medium)
Colors:
White
Cards to look for:
Soul Nova, Altar's Light, other double-white cards.
Golem-Skin Gauntlets
I have this terrible mental image of some kid at a prerelease equipping his Nim Shrieker with a Bonesplitter, a Leonin Scimitar, and this, and swinging into an opponent with 3WW open. I'm sure you can figure out what comes next (hint: the opponent plays a card with the initials S.N.). It ends with said kid dropping from the tournament and going home in disgust, perhaps never to play in a tournament again. Golem-Skin Gauntlets is not good. It's basically a three-card combo, and lacks the punch of the Scimitar, let alone Bonesplitter. Don't run it unless you just need any equipment you can get.
Rating:
Playable (Low)
Colors:
White
Cards to look for:
Skyhunter Cub, Leonin Den-Guard.
Granite Shard
I never knew Rod of Ruin was such a piece of trash...
Granite Shard is strictly better than the Rod in a non-red deck. Rod of Ruin is very runnable in 8th Sealed. Ergo, Granite Shard is good in every Mirrodin deck, and great in red ones. A hard-to-kill pinging machine is not half bad, I've found. This one is cheap to boot. Run it.
Rating:
Playable (Very High) in red, Playable (Medium) otherwise
Colors:
Red
Cards to look for:
Other pinging effects (Spike, perchance?)
Grid Monitor
If you want to avoid the drawback, he's not really a 4/6 for four - and if you want to play him for four, you can't avoid the drawback. Unless you can guarantee victory with one 4/6 (you can't), don't run the Monitor. Besides, then he'll be less scuffed up for your MBC deck.
Rating:
Unplayable
Colors:
Black, Blue (for Constructed, that is)
Cards to look for:
Promise of Power, Consume Spirit x4, Extraplanar Lens, Visara the Dreadful
Heartwood Shard
Yuck. Green really got the shaft (or should I say the shard?) in this cycle. In contrast to Crystal, Granite and Skeleton Shards, each playable out of color, Heartwood isn't playable in color. Trample isn't that good, folks; besides, your Living Hive already has it.
Rating:
Unplayable
Colors:
Green
Cards to look for:
Two or more Plated Slagwurms/Trolls of Tel-Jilad
Hematite Golem
I don't think Hematite Golem is the Second Coming, as a lot of people (hint: Krouner, nudge nudge wink wink) now seem to, but it's certainly not bad at all. The 1/4 body provides a solid blocker for the cost, and it can get kind of sickening in conjunction with Neurok Hoversail. Plus, once you've played out your hand, he's effectively a Phyrexian Hulk. A solid creature; he should make your deck.
Rating:
Playable (High) in red
Colors:
Red
Cards to look for:
Neurok Hoversail
Icy Manipulator
If you played a lot of Invasion Block Sealed, you might remember that tappers were kind of prevalent in the environment, and that they were very strong. This is a tapper that can also manascrew your opponent and interacts with certain artifacts powerfully. Clearly a first-line card.
Rating:
Playable (Very High)
Colors:
Green, Blue
Cards to look for:
Artifacts that turn off when tapped.
Iron Myr
Iron Myr is one of the weaker Myr, but it still has some synergy with Red because it serves as Atog and Shrapnel Blast fodder. Plus, all of the Myr are runnable just for the colorless mana acceleration they provide. It also helps out when splashing red - which you should be doing a lot of in Mirrodin Sealed, because red is not a deep color but has some of the best cards in the common slot.
Rating:
Playable (Medium)
Colors:
Red
Cards to look for:
Splashable red cards, double-red cards.
Isochron Scepter
Totally pool-dependent, I would not run Isochron Scepter unless I had at least five spells which I would want to imprint on it. Unfortunately, there aren't a lot of them. The useful ones are Electrostatic Bolt, Annul, Awe Strike, Terror, Predator's Strike, Shatter, Shrapnel Blast, Raise the Alarm, and Roar of the Kha, with a bunch of other spells being at least useful enough to count toward the minimum of five. And obviously don't run this if you have a better spell or creature; it's not particularly easy to use in Sealed.
Rating:
Playable (Medium)
Colors:
Red, White
Cards to look for:
See above.
Jinxed Choker
Huh? Unless you want to get into a full-fledged mana war over a more-or-less useless card, don't put this in your deck. It's basically card disadvantage for an unbreakably symmetrical effect. Don't bother.
Rating:
Unplayable
Colors:
None
Cards to look for:
None
Krark's Thumb
There is one other card in the set that references a coin flip. It's rare. Enough said.
Rating:
Unplayable
Colors:
Red
Cards to look for:
Fiery Gambit, in multiples.
















