MTG Salvation, Magic: The Gathering Articles, Rumors and Community
Home Articles Magic 2014 Spoiler (74/249) Radar Forums Blogs Wiki Writing/Contests Chat About

Saviors Set Review: Barreling Down Sokenzan

Saviors Set Review: Barreling Down Sokenzan

By Sean DeCoursey on June 1st, 2005 · Filed in General Magic · Comments not available just now



Today we'll be going over the Red and Land cards from Saviors of Kamigawa. A quick explanation of the ratings:

Unplayable means don't touch it with a ten foot pole.
Bad means there are a few situations where it might not be worse than everything else or its only useful in a specific combo situation.
Playable is an average card or something that only goes into a specific deck.
Good is a good solid card that any deck using the color should consider.
Broken means if you're playing that color you need a good reason not to play this spell.

Also please note that the Extended ratings refer to post-rotation Extended, not to the current Extended format. So without further ado, let's get to the meat of it.

Red

Adamaro, First to Desire #91
1rr, Legendary Creature - Spirit */*, Rare
Adamaro, First to Desire's power and toughness are each equal to the number of cards in the hand of the opponent with the most cards in hand.

This guy is a definite twist on the Maro cycle since he's a) cheap, and b) under the control of your opponent who can now make him bigger or smaller by playing cards. Very much an anti-control creature, this guy fits very well into a Red weenie strategy since you don't need to keep cards in hand for him.

Standard: Good
Extended: Bad
Limited: Playable

Akki Drillmaster #92
2r, Creature - Goblin Shaman 2/2, Common
T: Target creature gains haste until end of turn.
Alan Pollack

A goblin that gives other creatures Haste. Yay! Oh wait, no, this was done right for three mana in Goblin Warchief. This guy is just another reminder of how far Red's little green men have fallen since Onslaught rotated out.

Standard: Unplayable
Extended: Unplayable
Limited: Playable

Akki Underling #93
1r, Creature - Goblin Warrior 2/1, Common
As long as you have seven or more cards in your hand, Akki Underling gets +2/+1 and has first strike.
Franz Vohwinkel

Yeah.. this guy is decent without the seven card boost, but honestly, how often does any Red player have seven cards in hand?

Standard: Unplayable
Extended: Unplayable
Limited: Playable

Barrel Down Sokenzan #94
2r, Instant - Arcane, Common
Sweep - Return any number of Mountains you control to their owner's hand. Barrel Down Sokenzan deals damage to target creature equal twice the number of Mountains returned this way.
Greg Staples

Probably the only way Akki Underling will ever get his power/toughness boost, this card does do a nice job of finally giving Red a solid creature kill spell for larger critters.

Standard: Playable
Extended: Unplayable
Limited: Good

Burning-Eye Zubera #95
2rr, Creature - Zubera Spirit 3/3, Uncommon
When Burning-Eye Zubera is put into a graveyard from play, if 4 or more damage was dealt to it this turn, Burning-Eye Zubera deals 3 damage to target creature or player.
Anthony S. Waters

Well, you can finally play with more than four Zuberas of a single color in your deck, and the newer ones trigger with a higher power level effect, but they also have a restriction of taking four damage first. On the upside, it's nice to see the extra Zuberas coming in Red and Blue since those were pretty much the best two colors for Zuberas anyway.

Standard: Playable
Extended: Unplayable
Limited: Playable

Captive Flame #96
2r, Enchantment, Uncommon
R: Target creature gets +1/+0 until end of turn.
Keith Garletts

A universal "Enchant Creature" (and a reprint) this one gives all of your boys firebreathing. This is another Red card that really seems to be pushing the Red weenie strategy that got its first big jump from "Slith Firewalker and some junk" in Betrayers with Goblin Cohort.

Standard: Bad
Extended: Unplayable
Limited: Good

Feral Lightning #97
3rrr, Sorcery, Uncommon
Put three 3/1 red Elemental creature tokens with haste into play. Remove them from the game at end of turn.

Six mana for nine damage was a pretty good deal last time I checked, but the lack of trample means it's probably more like 3-6 damage and a sacrifced Tribe Elder or two. Still, this is definitely worth considering as a Rude Awakening-type finisher in a mono-Red deck.

Standard: Playable
Extended: Unplayable
Limited: Good

Gaze of Adamaro #98
2rr, Instant - Arcane, Uncommon
Gaze of Adamaro deals damage equal to the number of cards in target player's hand to that player.

Storm Seeker, Sudden Impact, now Gaze of Adamaro. This card is pretty brutal if your opponent is holding a lot of cards and is a nice counter to the set theme of large hand sizes. Being Arcane is a nice bonus. On the other hand, if your opponent is holding lots of cards, they probably have an answer for this. This will be the dominant card in the Splice-n-Burn mirror.

Standard: Playable
Extended: Bad
Limited: Playable

Ghost-lit Raider #99
2r, Creature - Spirit 2/1, Uncommon
2R, T: Ghost-lit Raider deals 2 damage to target creature. Channel - 3R, discard Ghost-lit Raider: Ghost-lit Raider deals 4 damage to target creature.
Ittoku

It's a slighty overcosted creature with a semi-useful ability. No, it's an expensive but decent critter kill spell. Oh wait! It's both. This kills everything from Meloku on down, so it's definitely worth considering in Block, but probably not so much in Standard. Looks like an absolute beast in Limited though.

Standard: Bad
Extended: Unplayable
Limited: Broken

Glitterfang #100
r, Creature - Spirit 1/1, Common
Haste At the end of turn return Glitterfang to its owner's hand.
Ron Spencer

The mini Viashino Sandstalker has two real uses in my mind, and those are enabling your Goblin Cohort to attack every turn, and setting off a Spiritcraft trigger every turn. While the second ability is more useful, it does require using two colors since Red doesn't really have any solid Spiritcraft creatures like Green and Black do. Still solid in Block Sligh even if the Cohort is his only purpose though.

Standard: Good
Extended: Bad
Limited: Playable

Godo's Irregulars #101
r, Creature - Human Warrior 1/1, Uncommon
R: Godo's Irregulars deals 1 damage to target creature blocking it.

They aren't Samurai, so they don't benefit from Godo's ability, which makes me wonder why they're his troops, but otherwise it's just a bad 1/1 red creature that will on rare occasions kill something bigger than itself.

Standard: Unplayable
Extended: Unplayable
Limited: Playable

Hidetsugu's Second Rite #102
3r, Instant, Rare
If target player has exactly 10 life, Hidetsugu's Second Rite deals 10 damage to that player.

This card is called the Second Rite for a reason. Along with Hidetsugu the Heartless tapping, it's an instant kill assuming your opponent had 20 life to begin with. The downside of course, is that how often does the opponent of a red player have 20 life while still being vulnerable to a four-mana creature without haste and a four-mana spell? Still, I see combo decks built around this, Desperate Ritual, Inner Fire, and Shinen of Fury's Fire, and that's just in Block.

Standard: Playable
Extended: Playable
Limited: Unplayable

Homura, Human Ascendant #103
4rr, Legendary Creature - Human Monk 4/4, Rare
Homura, Human Ascendant can't block. When Homura is put into a graveyard from play, return it to play flipped.
----- Homura's Essence Legendary Enchantment,
Creatures you control get +2/+2 and have flying and "R: This creature gets +1/+0 until end of turn.".

Wow, so let me get this straight. In exchange for having a casting cost of six, instead of the two or three cc most of the other Legendary flippers have, this guy gets a solid power/toughness with no drawback (seriously, have you ever blocked with a Red creature besides Rukh Egg? Didn't think so), a flip that's very easy to trigger, and when he does flip, he's Wonder + double Glorious Anthem + Captive Flame? And it's not even like you have to wait for your opponent to kill him... Crack the Earth goes into a deck with this guy without even thinking about it. Glitterfang as a 3/3 Shivan for r every turn. At least Red doesn't have the mana acceleration to power him out early. Oh wait. Wow. Just Wow. Red Weenie in Block needed a big finisher, and here it is. The only reason this guy WON'T see lots of play in Standard initially is because Arc-Slogger is still around.

Standard: Broken
Extended: Playable
Limited: Broken

Iizuka the Ruthless #104
3rr, Legendary Creature - Human Samurai 3/3, Rare
Bushido 2 2R, Sacrifice a Samurai: Samurai you control gain double strike until end of turn.

This guy definitely has a "win the game" ability in a samurai deck. Unfortunately the ideal Samurai deck would include both Red and White and the complete lack of playable dual lands means that isn't happening.

Standard: Bad
Extended: Unplayable
Limited: Playable

Inner Fire #105
3r, Sorcery,
Add R to your mana pool for each card in your hand.

Another Red mana producing spell, this one just slides right into the block mechanic. This would be better if it were Arcane and playable with Desperate Ritual, but unfortunately, it's not. This will still find a home in many combo decks though, especially Dragonstorm and Eggstorm.

Standard: Unplayable
Extended: Playable
Limited: Unplayable

Into the Fray #106
r, Instant - Arcane, Common
Target creature attacks this turn if able. Splice onto Arcane R

Forcing a creature to attack is an ability that Wizards keeps making and players keep ignoring. This card doesn't look to change that.

Standard: Unplayable
Extended: Unplayable
Limited: Unplayable

Jiwari, the Earth Aflame #107
3rr, Legendary Creature - Spirit 3/3, Rare
XR, Tap: Jiwari, the Earth Aflame deals X damage to target creature without flying. Channel - XRRR, Discard Jiwari: Jiwari deals X damage to each creature without flying.
Adam Rex

I look at Arashi, then I look at this guy and I just want to cry. Giving Earthquake an extra RR in the casing cost just kills it. Plain RR would be fine, but RRR is just too much. And seriously, would 4/4 have been too much to ask? A house in Limited, but that's about the only place this guy will see play.

Standard: Unplayable
Extended: Unplayable
Limited: Good


Oni of Wild Places #108
5r, Creature - Demon Spirit 6/5, Uncommon
Haste At the beginning of your upkeep, return a red creature you control to its owner's hand.

If there were a Red creature you wanted to return to your hand every turn, or if Red had good Spiritcraft creatures, I could see this guy, even at six mana. But as an oversized Sandstalker that's vulnerable to sorcery-speed removal, he doesn't quite cut it.

Standard: Unplayable
Extended: Unplayable
Limited: Good

Path of Anger's Flame #109
2r, Instant - Arcane, Common
Creatures you control get +2/+0 until end of turn.

This is one of the best weenie cards printed in a long time. Make no mistake, this spell will kill a lot of people. Arcane status ensures extra goodness and the ability to remove blockers for your alpha strike with Glacial Ray. This might make it into Extended Goblins, R/G, and Affinity decks. Definitely gives Green Beacon players a reason to splash for red, since unlike Echoing Courage, killing one creature won't turn this off.

Standard: Broken
Extended: Playable
Limited: Good

Rally the Horde #110
5r, Sorcery, Rare
Remove the top three cards of your library from the game. If the last card removed isn't a land, repeat this process until the last card removed is a land. Put a 1/1 red Warrior creature token into play for each nonland card removed from the game this way.

Convenient that this card comes right after Path. They almost look like they were designed to work together (which they probably were). Red decks with low land counts, assuming they can get up to six mana, can create a LOT of little guys with this. Probably works best in a Green deck that pulls lands out and accelerates mana so this can be cast earlier for more effect. Of course, if you were doing that, then why you'd use this over Beacon is beyond me, but hey, I'm just throwing stuff out here.

Standard: Playable
Extended: Unplayable
Limited: Bad

Ronin Cavekeeper #111
5r, Creature - Human Samurai 4/3, Common
Bushido 2

Limited, maybe, but thats it.

Standard: Unplayable
Extended: Unplayable
Limited: Playable

Shinen of Fury's Fire #112
2r, Creature - Spirit 2/1, Common
Haste Channel - R, Discard Shinen's of Fury's Fire: target creature gain haste until end of turn.

Haste is the quintessential Red ability, and this guy grants Haste. Kind of works together nicely.

Standard: Playable
Extended: Unplayable
Limited: Unplayable

Skyfire Kirin #113
2rr, Legendary Creature - Kirin Spirit 3/3, Rare
Flying Whenever you play a Spirit or Arcane spell, you may gain control of target creature with that spell's converted mana cost until end of turn.

Another Kirin, another almost good creature. If this guy included granting Haste with his thievery it would be amazing. As it is, if you have a way to sacrifice the stolen critter like Crack the Earth or Miren, the Moaning Well, this is very good. Even as just a way to stop blockers it's decent, but this card really excels with the ability to use instants to cause your opponents' creatures to block each other. Flying is nice too. Definitely a powerhouse in Limited, not sure how well it will make it in Constructed.

Standard: Bad
Extended: Unplayable
Limited: Good

Sokenzan Renegade #114
2r, Creature - Ogre Samurai Mercenary 3/3, Uncommon
Bushido 1 At the beginning of your upkeep, if a player has more cards in hand than any other, the player with the most cards in hand gains control of Sokenzan Renegade.

If you ever wondered how many creature types you could fit on one card, now you know. Otherwise just say hi to Ghazban Ogre's bigger Red cousin.

Standard: Unplayable
Extended: Unplayable
Limited: Unplayable

Sokenzan Spellblade #115
4r, Creature - Ogre Samurai Shaman 2/3, Common
Bushido 1 1R: Sokenzan Spellblade gets +X/+0 until end of turn, where X is the number of cards in your hand.

Ok, it only took one card for Wizards to top the absurd creature types presented in the Renegade, but I guess somebody in development was bored on Sokenzan day. In Limited this guy has to be blocked every time he attacks if his controller has two or more cards in hand. Why? Because the ability is followed by a colon, which means it can be used as many times as you have mana to activate it. At two cards in hand you're breaking even with something with Firebreathing, after that you begin entering the stupid Cranial Plating damage range.

Standard: Unplayable
Extended: Unplayable
Limited: Good

Spiraling Embers #116
3r, Sorcery - Arcane, Common
Spiraling Embers deals damage to target creature or player equal to the number of cards in your hand.

Much like Gaze of Adamaro, except it's more splashable, a sorcery, and can target creatures. In other words, it's better and will show up in U/R Splice-n-Burn decks.

Standard: Good
Extended: Unplayable
Limited: Playable

Sunder from Within #117
2rr, Sorcery - Arcane, Common
Destroy target artifact or land.

Finally a second LD spell in Kami Block. Unfortunately it probably won't be enough to stop every Green deck from playing one Island for Meloku, the Clouded Mirror.

Standard: Bad
Extended: Unplayable
Limited: Unplayable

Thoughts of Ruin #118
2rr, Sorcery, Rare
Each player sacrifices a land for each card in your hand.
John Avon

If they had stuck with the original plan and made it all lands EXCEPT the number of cards in caster's hand, this would be an Armageddon reprint for red weenie/burn. Instead it's a card that might work if you have enough mana to use it after Sweeping up your land since that's the only way a red deck is going to have a bunch of cards in hand.

Standard: Playable
Extended: Unplayable
Limited: Bad

Undying Flames #119
4rr, Sorcery, Rare
Remove cards from the top of your library from the game until you remove a nonland card. Undying Flames deals damage to target creature or player equal to that card's converted mana cost. Epic (For the rest of the game, you can't play spells. At the beginning of each of your upkeeps, copy this spell except for its epic ability. You may choose a new target for the copy.)

So let me get this straight. I'm giving up casting spells to get a free Erratic Explosion every turn? Run away, run away, run away. And I bet some of your thought the other Epics were bad. Congratulations on being the new worst big spell in Red. Take a bow.

Standard: Unplayable
Extended: Unplayable
Limited: Unplayable

Yuki-Onna #120
3r, Creature - Spirit 3/1, Uncommon
When Yuki-Onna comes into play, destroy target artifact. Whenever you play a Spirit or Arcane spell, you may return Yuki-Onna to its owner's hand.

This is the famous creature from Japanese Folklore after it gets the Wizards treatment? A bad Viridian Shaman is not something I'd call good. I haven't seen a famous mythological character treated this badly since Disney released "Hercules." I guess it does kill Jitte in Limited and block though.

Standard: Unplayable
Extended: Unplayable
Limited: Playable


Lands

Mikokoro, Center of the Sea #162
Legendary Land, Rare
T: Add 1 to your mana pool. 2, T: Each player draws a card.

Gives any deck that needs it card drawing as long as you're willing to let your opponent in on the fun.

Standard: Playable
Extended: Playable
Limited: Bad

Miren, the Moaning Well #163
Legendary Land, Rare
T: Add 1 to your mana pool. 3, T, Sacrifice a creature: You gain life equal to the sacrificed creature's toughness.

Besides making Life fans happy, this combines with Vedalken Shackles as a new Preacher/Diamond Valley combo, but it'll cost five mana instead of being free.

Standard: Playable
Extended: Good
Limited: Good

Oboro, Palace in the Clouds #164
Legendary Land, Rare
T: Add U to your mana pool. 1: Return Oboro, Palace in the Clouds to its owner's hand.

I get the feeling looking at this that I did when I looked at Storm Cauldron and thought there's something going on here but I'm definitely not smart enough to figure it out. In the meantime works as a second Titan-proof Island alongside Minamo.

Standard: Playable
Extended: Playable
Limited: Playable

Tomb of Urami #165
Legendary Land, Rare
T: Add B to your mana pool. Tomb of Urami deals 1 damage to you if you don't control an Ogre. 2BB, T, Sacrifice all lands you control: Put a legendary 5/5 black Demon Spirit creature token with flying named Urami into play.

Now THIS is a cool land. A super swamp that pops out a revived legend if you sacrifice all your lands to him. Very in flavor for black, very excellent concept.

Standard: Bad
Extended: Playable
Limited: Playable

The cards from Red and Lands that are most likely to see constructed play in various formats are, in no particular order:
Path of Anger's Flame
Homura, Human Ascendant
Spiraling Embers
Hidetsugu's Second Rite
Glitterfang
Adamaro, First to Desire
Mikokoro, Center of the Sea
Miren, the Moaning Well

I'd also like to take a second to talk about a deck that I mentioned frequently, but that many of you are probably not familiar with, Splice-n-Burn. Basically, this is a ur Arcane deck that seeks to abuse Glacial Ray and Lava Spike along with Reach Through Mists in order to create massive card advantage while burning out your opponent. This archetype gained A LOT of cards in Red, making it much more viable in block.

By Sean DeCoursey on June 1st, 2005 · Filed in General Magic · Comments not available just now

About Sean DeCoursey

Sean Decoursey is a veteran of Operation Iraqi Freedom where he served with the 2/124th Infantry from 12/02 through 03/04. He attended Truman State University where he was a member of the rugby team which ranked in the top ten nationally three times. Sean graduated with a degree in Justice Systems and now lives in Kansas City, where he works as a Financial Advisor.


© Copyright MTG Salvation 2005 - 2013. All rights reserved. | Artwork (Header) © Copyright Evan Hunt | Privacy Policy | Contact Us