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Streets of New Capenna EDH Set Review: Brokers
My name’s Michael Celani, and welcome to the Mean Streets of Gadgetzan set review! We’ll be reviewing all the new cards for each of the game’s nine classes, as well as ranking all the new neutral minions. I’m so glad that it’s 2016, and that there’s no horribly distressing problems at Bli-
Wait, hold on, this isn’t right…
It’s a shame that no matter howgets, she’s doomed to live in the shadow of . Not only is the best Elspeth planeswalker, she’s the best white planeswalker; she’s even more popular than , a card serial killers look at to convince themselves they’re not that bad.
There may not any escaping the truth,aside, but Resplendent really is as roaring as were the twenties that this set’s based on. Her +1 ability grants a creature a small buff plus relevant keywords that work well to protect her. First strike on a large dork almost guarantees that your enemies aren’t taking her down without losing something of their own. If you need to go in swinging, you can also make your commander a flapper that flies over scores of tokens. I’m less keen on lifelink and vigilance, but they’re good secondary keywords once flying’s no longer an option.
The -3 ability is no slouch either. You’re getting essentially a less-consistentactivation with a bit of extra protection for your trouble. I’d even consider it soft ramp, because in the decks that want to play this card, you’re unlikely to completely whiff on permanents without hitting at least a land. In fact, lands are so unlikely to be blown up or damaged in the regular course of play that you could nonchalantly grab three or so basics with shield counters on them, then throw down an .
Unfortunately, this card ends much like the actual 1920s did. Your reward for painstakingly protecting Elspeth is… five middling tokens. Better luck next time, Elspeth.
has some pretty interesting and varied effects for the decks that want to play fair, which is a shame because all anyone’s ever going to care about is the fact that this card is a turbo . If you’ve got something like a and an , the game’s just over. You’re worried about decking yourself? Well, it turns out that untapping your creatures is part of the cost—so you can activate their abilities again in response.
Oh, and I guesscan use this to win out of nowhere, too.
This’ll probably have the same fate as, in that it slots into some tribal and flying synergies and nothing else.
is the thinking man’s . They both want the same kind of creatures: those whose total power and toughness comes from the +1/+1 counters they enter with. Whereas Nethroi wants to resurrect them all for a devastating combo-kill, though, Falco Lombardi would rather play the slow value game and win by simply being able to do more than your opponents. Other than that piece of the puzzle, this commander is surprisingly open-ended and can effectively play a range of archetypes.
The only drawback is that you can’t remove the counters to play lands, so make sure you have some way to scry or shuffle them away.
This’ll probably have the same fate as, in that it slots into some multicolored synergies and nothing else. What is it with this set and Theros: Beyond Death similes?
I’ve complained before about two-mana resurrections being underwhelming, butmakes up for it by being so dang cheap. Three mana on a zone-change triggers gets you your , your , or even your , and since nobody attacks or blocks with those dorks in this format anyway, the downside is basically irrelevant. This is the perfect small-potatoes resurrection spell for a blink deck, and even when you’re not abusing its trigger, you’ve got a 3/2 lifelinker.
Going wide has never struck me as a particular strength of the Angel tribe, but there’s actually a surprising amount of cards that make Angel tokens., , and will certainly show up in ‘s decks, and with enough incidental lifegain, you might even be able to trigger a couple times. All put together, you’ll get a board of beefy flyers to smack your opponents with.
Few of the token-making strategies synergize with Giada’s mana ability, which only works on Angel spells. At the very least, it might be enough to push you over the edge when paying for, but one measly mana is unlikely to make a huge difference in the grand scheme of things, especially when it’s that restricted. I wish Wizards had added some sort of lifegain ability instead; that would offset the slow startup of the tribe and help trigger some relevant abilities.
is flexible as temporary removal or as a blink strategy, but five mana is just too much. I don’t think even Vehicle decks would pay the fare on this overpriced Uber. For comparison, this is two mana more than , which has the same level of flexibility, and four mana more than a regular . I keep rereading this to see if I missed something, like flash or a way to permanently exile something, but nope.
is a token-maker that feeds into itself, like or . Don’t worry; it makes up for that by also giving you a free spell for doing what you want to be doing anyway. Imagine ripping off of this.
The lawyers that make up the Brokers should have learned a bit more about copyright law, because they’ve infringed on‘s -2. This is obviously sublime in the token decks they want you to build, and it even incentivizes you to play a bit more defensively to hang back with them to defend a planeswalker that’s close to its ultimate. Not bad for three mana.
This is the ultimate removal spell. It gets rid of just about everything! The only way this could be improved is if it exiled the target in question, was easier to cast, or handled lands. Ifand still see play, though, this is a no-brainer for Brokers.
I like this as an irksome Limited clock, butis underwhelming for Commander. You’ll only draw a card if you’ve made a couple creatures and hit someone in the face. If this was in Simic, then we’d be getting somewhere; it’d be a house in all those annoying small fliers decks.
feels like a combination of and , but he takes the worst parts of both of them. You’re limited to merely one card per attack, you get no evasion on your attacking creatures, and the creature’s power has to be 1, not either power or toughness. With that in mind, I think either of those two commanders do what you would be doing with Rigo better; you just have to pick which style you want to play.
Rigo is hilarious in the ninety-nine for, though: most Walls have 0 power.
Johnny card alert!is a that steals the activated abilities of its victim. The obvious play pattern is to cause someone to resign by targeting their stupid , but it goes so much deeper. This is simplest way so far to get the activated ability of a noncreature permanent onto a creature, so let’s take a look about fencing our own permanents.
Mimicand make an indestructible Scheming Fence Vecna. That I mentioned earlier? The Fence can tap himself and untap himself in the same cost, meaning you can make 1/1s for a single mana. Combine that with a and you’re laughing.
That’s amateur hour, though.
Playfencing , then put a counter on him with . Since you also (obviously) have a counter on a , you can transform Kraj into an Aura enchanting , and then use the ability it’s copying from , which it’s stealing from , to transform the Fence into an 8/12 despite the fact it’s not a land. The sky’s the limit when you’re not trying to do something powerful!
Like? Here’s another one.
is a mono-white counterspell in the same way is mono-green creature removal: it’s bad. I do like the idea of Populating the token, though.
Wow!is three s stacked—
Wait a second.
Oh, total mana cost 3 or less. Alright,, you get to live for a few more months.
I like this new trend of giving white slightly unwieldys at three mana. The second creature that enters the battlefield in a turn draws you a card, and for dedicated token and small creatures decks, this shouldn’t be a problem at all.
, but with a much more relevant third mode. With a big enough creature, is essentially a stapled to an instant-speed , and it can also knock out a game-ending enchantment, like , in a pinch.
Obviously good in the ability-counters decks, but I can’t wait to load ’em up with, , , , …
Whoever copywrote this card should be fired. It feels like you get to exile any number of your opponents creatures, but you actually only get to exile one per player. This makescomparable to , except that Lagrella can be your commander.
I like this better as part of the ninety-nine in a dedicated Bant blink deck, like. Have Lagrella exile your opponents’ creatures, them into their graveyards, and then blink Lagrella to do it all over again. Your opponents will hate you almost as much as I hate myself!
Swing, and a miss. Can I get a flexible sorcery-speed removal in white, like, again?
“Why yes, I will draw my entire deck and also kill an opponent.”
That’s it for my review of Pokémon Team Rocket, the new expansion for the Pokémon Trading Card Game. Make sure you stay tuned for my coworker’s set reviews and remember to catch ’em all!