[Editor's Note: This article already assumes that you know the basics about Type 4 or what is also known as the most fun casual format in existence. If, however, you have not hopped on the bandwagon yet, here is a link to Stephen Menendian's awesome primer from MagictheGathering.com to get you started on the right foot.]
Every time a new set comes out, it seems that every format gets its own set review here on the front page of StarCityGames.com. Every format, that is, except the best one. Thus I take it upon myself to give everyone something that I'm sure they've been waiting for: the Unhinged Type 4 Set Review.
It seems that consciously or unconsciously, Wizards has taken a liking to Type 4, as recent sets have had a bounty of cards excellent for the format. Unhinged is no exception. However, with all the good that Unhinged has brought this format of ours, it has also wrought a great wrong upon the world of casual Magic. This scourge on the game is known as...
The Gotcha Mechanic
You may be tempted to play with these cards. Some of them are pretty, and some of them are rather good. All of them are evil. The fact is that when one of these gets played, people will just clam up before they risk triggering a gotcha, drastically reducing everyone's enjoyment. Once someone has been burned by a gotcha card, even something as unlikely to be triggered as Name Dropping will cause a silence to descend upon the table, and no one* wants that.
That aside, let's get to the cards that you may actually want to play with. We'll start with the most obvious ones and make our way down.
The Incredibles**
These cards are all great, and should be given serious consideration for inclusion in your stack. Whether extremely powerful or just plain fun, each adds a lot to any game in which they see play.
Gleemax
The power inherent in this card should be obvious. Having the ability to choose every target is amazing. Nonetheless, this card is not unbeatably good. For example, your spells can still be countered if there is nothing else on the stack, and you still have to select legal targets. In addition, Gleemax himself is not indestructible, and a savvy playgroup will work to make sure you have to target him with artifact destruction eventually. Respect Gleemax, but don't let his awesomeness keep you from playing with him. Just make sure your stack has enough artifact destruction to keep him and the other artifacts you are already playing with in line.
Greater Morphling
The attraction of Greater Morphling to so many Type 4 players has made them rue the fact that he can go infinite on anyone who has a creature in play (Provoke + Trample + a gajillion instances of Bushido 1). For this reason, most people have taken to restricting him to one instance of Bushido per turn. Even so, the concept of 18 hasted and nearly unstoppable damage has made many shy away from Greater Morphling, but I assure you that with this restriction he is not overpowered. In one game I played, an opponent managed to get both Greater Morphling and Gleemax into play at the same time, and he still lost before anyone else. Greater Morphling, like Gleemax, is just another one of those cards that paints a big target on your head. Very powerful, but don't overestimate him.
Richard Garfield, Ph.D.
The power and entertainment value of the Man himself is extremely dependent on the person wielding him and the cards in your stack. Under some pilots, he can be very powerful and a lot of fun, for others he's just a vanilla 2/2. In addition, you may find that the vast majority of the cards in your stack do not share a casting cost with anything useful. These are things you have to consider before you decide to use him.
"Ach! Hans, Run!"
One of the most amusing cards on this list, "Ach! Hans, Run!" is also quite strong. The synergies abound with any number of creatures that have CiP or tap abilities, and it is exceptionally strong when combined with creatures like Bosh. Nonetheless it is slow acting, taking effect only on your own upkeep, and often it will get destroyed before it gets used. Still, when it doesn't get destroyed it is a powerhouse, and great to have on the table.
Rare-B-Gone
I shouldn't have to say much to hype this card. Not only is it generally a wrath effect, but it also will make a big dent in everyone's hands. It's also one of the few ways to get rid of an Arcanis the Omnipotent you haven't been able to counter. This should probably be an auto-include.
World-Bottling Kit
More limited than most wrath effects, this has the benefit of hitting all types of permanents, which is a rare ability indeed. In addition, it removes what it hits from the game rather than destroying them, which makes it an excellent inclusion to deal with indestructible things or things that have a nasty habit of coming back from the grave.
Yet Another Aether Vortex
This is the single most entertaining card in this set. The randomness it generates is insane, and you will likely find your group making an effort to keep it in play once it hits. I will warn you now that the rules situations this can create are truly crazy, and it will be up to you to figure out what happens. For now, just bear in mind that CiP effects do not trigger on a card being revealed, but leaves play effects trigger on one getting shuffled away.
Blast From the Past
Whispers of the Muse on steroids, this is another exceptionally powerful card. Unlike Whispers, however, Blast's effects are more immediately apparent and make you a greater target. If your stack is low on counterspells, you may want to avoid including this. But if your stack is low on counterspells, you obviously don't care if someone resolves a bomb, so do what you like.
Who/What/Where/When/Why
Another great card, the Type 4 community initially looked at W/W/W/W/W with dismay upon seeing the X in the cost for Who, but quickly devised a fix. The best way to resolve the infinite issue with this amazingly versatile card is to fix X at some reasonable number (say, 10) such that it is approximately as useful as any of the other options. Be careful though. Set X too high and it will never be used for anything else.
Granny's Payback
Costs being irrelevant and effects so huge, life gain is more powerful in Type 4 than anywhere else. It should be no surprise, then that Granny's Payback is another excellent card for Type 4 stacks everywhere. Most people will find it at least doubling their life totals when cast, making it in some cases better even than Beacon of Immortality.
Uktabi Kong
A great big ape, Uktabi Kong has hilarious art and an excellent CiP ability which makes him a prime candidate for inclusion into your stack.
Infernal Spawn of Infernal Spawn of Evil
Though less consistent than his father, this little tyke still Shocks an opponent without using up your spell when he works, and there should be enough search effects in your stack that he sees use. Failing that, he's always an 8/8 trampling, first-striking flyer.
Pointy Finger of Doom
Similar to Chaos Orb, I'm sure with practice you can get spinning this card down to as much of an art as flipping its predecessor. Even better, you don't have to sacrifice it.
The Mediocres
Not every card can be amazing or even just really good, but there are always a few cards that are fairly solid, and worth considering for inclusion. The following all fall in this category.
Duh, AWOL
Both of these are solid removal.
Rocket-Powered Turbo Slug
Not very big, but it does get around the Arcane Lab rule.
Letter Bomb and Cheatyface
More fun than anything else, these cards may be worth including for sheer entertainment value. Of course, if your playgroup is exceptionally gullible, Cheatyface becomes a whole lot better.
Staying Power
This card just averages out to mediocre more than anything else. Most of the time it's not going to do anything, but occasionally it will do something amazing, like turn Panacea into infinite damage prevention, turn Insurrection into Memnarch, or totally screw your opponents with Fatespinner.
Circle of Protection: Art
The downside of most CoP's is that they are limited in what they can prevent. CoP: Red will only prevent Red damage, and if your opponent's threat is Green you're out of luck. CoP:Art is a little more flexible. If you can afford to bounce it back to your hand and replay it when a new greatest threat arises, this card can be an effective Moat for an opponent.
Zzzyxas's Abyss
Another Abyss effect, but not as controlled. Be careful when you play this, lest it bite the hand.
R&D's Secret Lair
Use At Your Own Risk. Remember, a mind is a terrible thing to shatter. Combos great with Ashnod's Coupon though.
Topsy Turvy
The amount of fun you'll have with this is largely dependent on you and your playgroup. If you're like me, you'll love it. If you're like the guys at the local store, you'll try to burn it. Flame retardant sleeves are hard to come-by, so be careful.
The Suck
You might think these cards are good, but they aren't. At all.
Cheap Ass
No.
Little Girl
You're kidding, right?
Avatar of Me
Worth consideration if you have no fat in your stack, Avatar of Me is not going to get much more exciting than a vanilla 7/13.
Foil Cheatyface
I know you like to pimp your cards; I do too. Nonetheless, foil Cheatyface sucks. He's just a bit too shiny to be effective.
Johnny, Combo-Player
Too good. Think of Planar Portal and how good it is. Now think of if you didn't have to tap it. [Mmmm, Vedalken Orrery + Glarecaster + Starstorm... - Knut, who absolutely loves Type 4]
Vile Bile
I'm not touching this one.
Old Fogey
Admit it, you don't even know how this works. I could be lying, and you'd never know.
Well there you have it, the Unhinged Type 4 Set Review. Don't take this to be comprehensive. I'm sure there are a few gems I've missed, and I encourage you to experiment with the set on your own and discuss your discoveries in the forums. Finally, if you disagree with anything on this review or think it's missing something, just remember I don't care.
-David Kleppinger
dr.klep@gmail.com
*Except puppy killers and communists. You don't hate puppies, do you you stinkin' Red?
**See this movie. No, seriously, see it.
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