Triumph of Ferocity -- Specifically against Control, I think this is going to be a new Fecundity for Green mages, and the amount of card draw off this is going to be comparable to Phyrexian Arena. If you are playing Green, you are playing creatures. If you are playing creatures, you will draw extra cards. Extra cards in Green should --> Wins.
Zealous Conscripts -- This is probably the answer card required for RG Aggro to beat WRR, and it should make an immediate impact in current decks. Of all the cards without initial hype, this will make an impact the fastest. If you can hit for 11 damage before they run out Primeval Titan, congratulations, you just won the game if they run Titan out. If they played Inferno Titan, you only have to hit for 8 damage before they play Titan. It's almost an automatic win. And Naya Pod loves this card, since you can Pod into 6cc from a 4cc creature. Versatility is an amazing plus.
Devastating Tide -- Upheaval is good, especially when you ramp into lands, and they have permanents on the board. Makes EtB creatures even more effective, and the combo with Snapcaster Mage might be worth mentioning. I think this card gives Ux CDevastating Tideontrol a ton of utility, and is particularly strong against non-haste creatures. Unfortunately, there are currently a huge glut of creatures in Standard with haste.
Honorable Mention Lone Revenant -- I want this card to be good, but I have a feeling it will be held in check by Sigarda. However, Sword of War and Peace is a card, and drops into play out of Mana Leak range the very next turn. Any ramp with this card can be fatal. My only issue with the card is the glut of other 5cc spells that I would like to run in blue to pair with Lone Revenant: Tamiyo, the Moon Sage and Devastating Tide. It needed to be one less, with one less power/toughness, and fewer cards seen (perhaps a Scry 2 effect) rather than the current iteration.
I just hope Tamiyo, the Moon Sage comes down in price. I really like that card, and I would like to play it. It's simply not worth the current pre-order price.
Why do we keep making threads about sleepers? What is a "sleeper" anyway? Have we really had one since Tarmogoyf?
Serious, non-trolling question: other than Tarmogoyf and stoneforge mystic (which only became a money card because Mirrodin was the block after it), what cards in recent memory are "sleeper" cards? Aren't the majority of the good cards known upon a sets release?
A couple of recent examples that I would consider sleepers:
Sword of Feast or Famine, when it was coming out people were complaining that the first ability (untap lands) would rarely matter and the second ability (discard) was only sometimes card advantage. Then we quickly got a deck that wanted to tap out for a walker then have mana left open for counters and the card became one of the best mythics in the set.
Phantasmal Image was a bit of a sleeper. People said it would not see as much play as phyrexian metamorph because it was so much more vulnerable, and some people even said that 2-mana was not that much of an advantage because "there is nothing worth cloning on the second turn". I think that it's impact in multiple formats has been more than most originally expected.
"It is by will alone I set my mind in motion. It is by the juice of Sapho that thoughts acquire speed, the lips acquire stains, the stains become a warning. It is by will alone I set my mind in motion.'' -Mentat Creed
People don't see the madness in how much ramp it can create. A t1 birds that can't get bolted in standard extended ect...
But I see this card making Enchantress a player in legacy again.
Read the card again. It grants the land the ability to produce mana of any color, it does not cause the land to produce additional mana of any sort. This is not wild growth, this is not ramp, it is mana fixing, it does not ramp.
Read the card again. It grants the land the ability to produce mana of any color, it does not cause the land to produce additional mana of any sort. This is not wild growth, this is not ramp, it is mana fixing, it does not ramp.
Point about Enchantress in legacy still relavent!!!!
Why are so many people reading this card wrong? It is NOT mana acceleration!
Text: "Enchanted land has 'T: add one mana of any color to your mana pool.' " It just makes your lands able to tap for any color, it doesn't add mana in addition to tapping the land for its usual mana.
How is it mana acceleration? All it does it make it so either a) You tap it ONLY for what's printed on the card or b) You ONLY tap it for whatever color. You're not tapping the enchantment. You're tapping the land. The LAND gets the ability. It is a cantrip because you draw off playing it, but it's just mana fixing. I'd take Rampant Growth over Abundant Growth any day.
Anyway, as for sleepers, the only one I really think is a sleeper might be Blood Artist, for the reasons I discussed in the thread for the card. Other than that, nah, nothing I can tell. Everything else that's good seems like most people agree is good.
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Sigpic by me, 'Angel of Despair' by Todd Lockwood, 'Kaalia of the Vast' by Michael Komarck, 'Defiler of Souls' by Paul Bonner
Why are so many people reading this card wrong? It is NOT mana acceleration!
Text: "Enchanted land has 'Tap: add one mana of any color to your mana pool.' " It just makes your lands able to tap for any color, it doesn't add mana in addition to tapping the land for its usual mana.
Good in limited for mana fixing I guess...
Yeah looking back, I totally missread that and should have thought it through.
Though I still think there is a decent chance it will replace utopia spawl, or augment it in legacy enchantress.
Devastating Tide -- Upheaval is good, especially when you ramp into lands, and they have permanents on the board. Makes EtB creatures even more effective, and the combo with Snapcaster Mage might be worth mentioning. I think this card gives Ux CDevastating Tideontrol a ton of utility, and is particularly strong against non-haste creatures. Unfortunately, there are currently a huge glut of creatures in Standard with haste.
Devastating Tide isn't a "sleeper" imo. Meanwhile the rest of your examples can clearly qualify as sleepers.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Outwit - 1 mana counterspell, while situational, is still a 1 mana hard counterspell when you need to fill that niche, and history has shown us that hard counters ususally have a place at 1 mana no matter how situational (spell snare). I think ill be gathering up some foil copies myself because I think this will truly shine in vintage. It's not misstep but can counter Ancestral and then some other relevant cards. Also great against burn as has been mentioned and who knows what other decks that might come out later.
Against the majority of decks this counters either nothing (dredge/shops) or only ancestral and hurkyl's recalls.
While I was thinking of Abundant Growth as one of the three it appears many other people have already extolled its virtues and Desolate Lighthouse certainly does not count for this list!
In no particular order:
1. Dangerous Wager - I think this is a nice draw spell for Red to have as it empties its hand...
2. Terminus - this may not hose too many decks, but there are a ton of creatures in play in Standard and this certainly messes with Undying, Havengul Lich, and some other minor strategies. It may end up being very good...
3. Demonlord of Ashmouth - I haven't seen too much press on this guy, but I think there is a lot of potential for him to be pretty good as a 4/4 flyer for 4 that my have a small drawback with cards like Doomed Traveller or any Undying cards...we'll see!
Silverblade Paladin - Not quite Mirran Crusader, but close enough that he will see play post-rotation and in block. 2 Double Strikers for 3 mana? Yes please!
Favorable Winds - Not sure if this will see much play, but it's another powerful anthem effect, and fits well with Spirits/Lingering Souls.
Angel of Jubilation - Another anthem effect. Should see play in Humans after rotation, maybe even before rotation depending on what the metagame looks like. I'm not sure yet how powerful that secondary ability is. Could be amazing, could be almost useless.
limited
1. Unhallowed Pact
2. Elgaud Shieldmate
3. Seraph of Dawn
Unhallowed pact just looks like the most fun card I've seen in years. You can use it as a pseudo mind-control by slapping it on their fatty and killing it, or you can make your army more resilient. Brilliantly designed card. I love every inch of it.
Elgaid Shieldmate seems very powerful. 2/3 is a pretty solid defender and giving a scary creature hexproof in limited is a good way to win games
Seraph of Dawn is only on the list because it's a common. COMMON. Plus reminds me vaguely of falkenwrath noble in some ways- they both have flying and 2 power, and they both gain you life while bringing the beats. The big difference here is that noble is a bit more fragile and has more reach, as well as splashability, but being able to make 4 life-point swings every turn in the air is nothing to sneeze at.
standard
1. Zealous conscripts
2. Thunderbolt
3 Hound of Griselbrand
Conscripts because they are the perfect play to follow a thrun or any a hero of bladehold, and they are a great way to top out a curve in an agro deck and smash your opponents face in.
Thunderbolt is a solid burn spell in RDW and a great answer to a flipped delver.
I'm betting that once hero of oxid ridge, hero of bladehold, thrun and huntmaster all rotate this will become a new powerhouse in various types of midrange decks. It's 4 power for 4 mana and it doesn't die to most removal.
EDIT: Conscripts are even better than I initially thought- they grab a permanent, not just a creature! That means you can take their walker and use it's (-) abilities! Could you immagine grabbing a garruk and making him fight one of their own creatures? How about making yourself an emblem with sorin? Drawing a bunch of cards with tamiyo? Beating their face with gideon?
Put me down for
1. Devastation Tide
2. Divine Deflection
3. Wild Defiance
But each for different reasons.
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*I COLLECT EHAN106 ALTERS. GOT ANY?*
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
For 3GG, you get a total of 12 Power and toughness, with 4/4 of it being able
to instantly connect and/or being tucked onto a creature with flying/hexproof /
double strike...
Zealous Conscripts
Stealing in red has been done before. This time, it comes with a hasting 3/3
body that can steal any permanent. Not to mention the sheer endless
possibilities with a Birthing Pod...
Restoration Angel
It is an instant 3/4 flyer for a splashy 3W that has the best enters-the-
battlefield-ability among all creatures you currently control.
Divine Deflection
When compared to lightning helix or harm's way, this card is pretty bad. But late game....this turns game around. Heck I know this is meant for aggro but can you imagine a fog deck with this? hilarious.
Against the majority of decks this counters either nothing (dredge/shops) or only ancestral and hurkyl's recalls.
That's not really worth it.
For now, hence the sleeper title. It's specific and powerful enough that if more stuff comes out that this hits and mental misstep / spell snare / etc does not it will get play. It also counters things you wouldn't instantly think of like gifts ungiven, edicts, etc, so if and when the combination of things that need to make this good happen, this card could totally "wake up".
Dread Slaver
The top end of any zombie deck that already plays a bunch of removal. Sure it probably won't live for long, but attack/block, then steal their Titan late game with Tragic Slip is what keeps this deck alive late game. The fact that it turns guys into Zombies is relevant for bringing back late game Gravecrawlers.
Lunar Mystic
'Instant' and 'draw a card' are two phrases I love seeing. I love seeing both on the same card even more, especially when you have a card like Snapcaster Mage in Standard. Maybe fit into a RU Burning Vengeance deck with all the flashback draw spells?
Captain of the Mists
Even though his tap ability costs some mana, the fact that you can flash in Snapcaster to untap and block or double block is definitely a thing. Plus, it's abusable with tons of cheap humans, with flicker shenanigans, and with plenty of other humans like Thraben Doomsayer. 1U: Make a 1/1 Human token isn't too bad. Oh and yes, it's another card that combos with Splinter Twin (not Kiki-Jiki though).
Zealous Conscripts
He deals with a lot of top end cards that red often has troubles with (huge titans or PW's out of control). He has an "enters battlefield" effect that is abusable with other cards like Pod and all the flicker effects. He also clears out blockers for your team; what doesn't this guy do?
Descent into Madness
When we have tons of token makers, this card builds its own deck. Especially since you're in black, you have access to one of the easiest ways to stop opposing tokens in Curse of Death's Hold.
Champion of Lambholt
GWb Tokens or Humans becomes a deck because of this card. I mean how hard is it to just drop this, play a couple tokens and swing for unblockable every turn after. I almost want to try this card with Mentor of the Meek for sick value.
Besides some obvious choices, I think Favorable Winds will make spirits crazy good. Also Soul of the Harvest might be a card to pick up cheap now in anticipation of the Titans rotating out. It could also fuel a Heartless Summoning engine as well.
Misthollow Griffin - An evasive 3/3 with the potential to be recurred. Definitely abusable. Moorland Haunt super likes this guy.
Dual Casting - Yes, I know that creature auras are traditionally looked upon as a bad idea, but this one is reasonably costed and pretty powerful, so I'm not willing to rule it out just yet.
Wolfir Avenger - Love that he has flash. Love that his power level is on-curve. Love that he can be regenerated. This guy seems really fun.
Slayer's Stronghold - Boros humans is going to be a thing, and that deck is going to want this card. Especially while Mirran Crusader is still in standard.
Demolish - It's no Stone Rain, but it's land destruction with an extra option tacked on. There are lots of top-tier decks running important utility lands (KWR, inkmoth nexus, Nephalia Drownyard, Moorland Haunt, plus whatever decks end up using the utility lands from AVR).
Elgaud Shieldmate - This is a good card. One of the only soulbond dudes worth the trouble. Having two dudes with hexproof is nothing to sneeze at.
Nearheath Pilgrim - Another interesting soulbond guy. Lifelink can be hard to deal with.
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Turn 1: Llanowar Elves or Avacyn's Pilgrim
Turn 2: Triumph of Ferocity
Turn 3: Beat Control
Zealous Conscripts -- This is probably the answer card required for RG Aggro to beat WRR, and it should make an immediate impact in current decks. Of all the cards without initial hype, this will make an impact the fastest. If you can hit for 11 damage before they run out Primeval Titan, congratulations, you just won the game if they run Titan out. If they played Inferno Titan, you only have to hit for 8 damage before they play Titan. It's almost an automatic win. And Naya Pod loves this card, since you can Pod into 6cc from a 4cc creature. Versatility is an amazing plus.
Devastating Tide -- Upheaval is good, especially when you ramp into lands, and they have permanents on the board. Makes EtB creatures even more effective, and the combo with Snapcaster Mage might be worth mentioning. I think this card gives Ux CDevastating Tideontrol a ton of utility, and is particularly strong against non-haste creatures. Unfortunately, there are currently a huge glut of creatures in Standard with haste.
Honorable Mention
Lone Revenant -- I want this card to be good, but I have a feeling it will be held in check by Sigarda. However, Sword of War and Peace is a card, and drops into play out of Mana Leak range the very next turn. Any ramp with this card can be fatal. My only issue with the card is the glut of other 5cc spells that I would like to run in blue to pair with Lone Revenant: Tamiyo, the Moon Sage and Devastating Tide. It needed to be one less, with one less power/toughness, and fewer cards seen (perhaps a Scry 2 effect) rather than the current iteration.
Things to watch for in Standard:
1. Haste effects -- Lightning Mauler, Strangleroot Geist, Chandra's Phoenix, Fervent Cathar, Hellrider, Hero of Oxid Ridge, Zealous Conscripts. That's a ton of haste up and down the curve. Add Cavern of Souls for the 4 out of 6 humans in that list, think about paring down the Geists to keep it Mono Red, and you have a very resilient list in the face of removal. Perhaps some type of aggressive deck is there to be had, with Shrine of Burning Rage and burn to complement the attempts to sweep your board. Not bad, plus Red received some other tools against its worst matchups, notably Pillar of Flame vs. Undying creatures. Now, how do you beat Sword of War and Peace + Geist of Saint Traft/hexproof of any kind?
2. Blink effects -- Cloudshift, Ghostly Flicker, and Restoration Angel are all real solid effects for their costs, and you could definitely see some type of bouncy deck with Venser, the Sojourner in play for the wins. Snapcaster Mage, Blade Splicer, Fiend Hunter, and Elgaud Shieldmate are all humans, and Shieldmate can make one of them Hexproof to get permanent value with your Blinks. You could name Soldier with Cavern of Souls to utilize Stonehorn Dignitary vs. Aggro.
I just hope Tamiyo, the Moon Sage comes down in price. I really like that card, and I would like to play it. It's simply not worth the current pre-order price.
A couple of recent examples that I would consider sleepers:
Sword of Feast or Famine, when it was coming out people were complaining that the first ability (untap lands) would rarely matter and the second ability (discard) was only sometimes card advantage. Then we quickly got a deck that wanted to tap out for a walker then have mana left open for counters and the card became one of the best mythics in the set.
Phantasmal Image was a bit of a sleeper. People said it would not see as much play as phyrexian metamorph because it was so much more vulnerable, and some people even said that 2-mana was not that much of an advantage because "there is nothing worth cloning on the second turn". I think that it's impact in multiple formats has been more than most originally expected.
Abundant growth.
But I see this card making Enchantress a player in legacy again.
ALSO
Wild defiance.
Will make a statement in any kind of G/x infect deck similar to the mono green infect decks when zendikar was around.
LASTLY
Rite of ruin...
This card I see being in a R/G ramp deck similar to destructive force... Some sort of mostly red deck with green for ramp.
I may be wrong though... Those are the most interesting prospects IMHO.
Gfast animals slow shildrenG
51-18-4 (retired as of 6-4-11)
Read the card again. It grants the land the ability to produce mana of any color, it does not cause the land to produce additional mana of any sort. This is not wild growth, this is not ramp, it is mana fixing, it does not ramp.
Point about Enchantress in legacy still relavent!!!!
Gfast animals slow shildrenG
51-18-4 (retired as of 6-4-11)
cantrip??? it is mana acceleration!!!
my pick
1. Abundant growth
2. Abundant growth
3. Abundant growth
Why are so many people reading this card wrong? It is NOT mana acceleration!
Text: "Enchanted land has 'T: add one mana of any color to your mana pool.' " It just makes your lands able to tap for any color, it doesn't add mana in addition to tapping the land for its usual mana.
Good in limited for mana fixing I guess...
How is it mana acceleration? All it does it make it so either a) You tap it ONLY for what's printed on the card or b) You ONLY tap it for whatever color. You're not tapping the enchantment. You're tapping the land. The LAND gets the ability. It is a cantrip because you draw off playing it, but it's just mana fixing. I'd take Rampant Growth over Abundant Growth any day.
Anyway, as for sleepers, the only one I really think is a sleeper might be Blood Artist, for the reasons I discussed in the thread for the card. Other than that, nah, nothing I can tell. Everything else that's good seems like most people agree is good.
Sigpic by me, 'Angel of Despair' by Todd Lockwood, 'Kaalia of the Vast' by Michael Komarck, 'Defiler of Souls' by Paul Bonner
Should Blue Be Banned?
- U/W/r Control
MODERN
- N/A
LEGACY
- LED-less Dredge
I collect Phyrexian Ragers! (currently 41 nonfoils, 0 foils)
Yeah looking back, I totally missread that and should have thought it through.
Though I still think there is a decent chance it will replace utopia spawl, or augment it in legacy enchantress.
Gfast animals slow shildrenG
51-18-4 (retired as of 6-4-11)
Devastating Tide isn't a "sleeper" imo. Meanwhile the rest of your examples can clearly qualify as sleepers.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
maybe devastation tide
maybe just miracle cards..
Legacy URDelverUR 11-2
M15 Limited format 32-7
They see me trollin...
Against the majority of decks this counters either nothing (dredge/shops) or only ancestral and hurkyl's recalls.
That's not really worth it.
In no particular order:
1. Dangerous Wager - I think this is a nice draw spell for Red to have as it empties its hand...
2. Terminus - this may not hose too many decks, but there are a ton of creatures in play in Standard and this certainly messes with Undying, Havengul Lich, and some other minor strategies. It may end up being very good...
3. Demonlord of Ashmouth - I haven't seen too much press on this guy, but I think there is a lot of potential for him to be pretty good as a 4/4 flyer for 4 that my have a small drawback with cards like Doomed Traveller or any Undying cards...we'll see!
Favorable Winds - Not sure if this will see much play, but it's another powerful anthem effect, and fits well with Spirits/Lingering Souls.
Angel of Jubilation - Another anthem effect. Should see play in Humans after rotation, maybe even before rotation depending on what the metagame looks like. I'm not sure yet how powerful that secondary ability is. Could be amazing, could be almost useless.
1. Unhallowed Pact
2. Elgaud Shieldmate
3. Seraph of Dawn
Unhallowed pact just looks like the most fun card I've seen in years. You can use it as a pseudo mind-control by slapping it on their fatty and killing it, or you can make your army more resilient. Brilliantly designed card. I love every inch of it.
Elgaid Shieldmate seems very powerful. 2/3 is a pretty solid defender and giving a scary creature hexproof in limited is a good way to win games
Seraph of Dawn is only on the list because it's a common. COMMON. Plus reminds me vaguely of falkenwrath noble in some ways- they both have flying and 2 power, and they both gain you life while bringing the beats. The big difference here is that noble is a bit more fragile and has more reach, as well as splashability, but being able to make 4 life-point swings every turn in the air is nothing to sneeze at.
standard
1. Zealous conscripts
2. Thunderbolt
3 Hound of Griselbrand
Conscripts because they are the perfect play to follow a thrun or any a hero of bladehold, and they are a great way to top out a curve in an agro deck and smash your opponents face in.
Thunderbolt is a solid burn spell in RDW and a great answer to a flipped delver.
I'm betting that once hero of oxid ridge, hero of bladehold, thrun and huntmaster all rotate this will become a new powerhouse in various types of midrange decks. It's 4 power for 4 mana and it doesn't die to most removal.
EDIT: Conscripts are even better than I initially thought- they grab a permanent, not just a creature! That means you can take their walker and use it's (-) abilities! Could you immagine grabbing a garruk and making him fight one of their own creatures? How about making yourself an emblem with sorin? Drawing a bunch of cards with tamiyo? Beating their face with gideon?
Put me down for
1. Devastation Tide
2. Divine Deflection
3. Wild Defiance
But each for different reasons.
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
GP Vegas: It was once in a lifetime!
On Vault of the Archangel
For 3GG, you get a total of 12 Power and toughness, with 4/4 of it being able
to instantly connect and/or being tucked onto a creature with flying/hexproof /
double strike...
Zealous Conscripts
Stealing in red has been done before. This time, it comes with a hasting 3/3
body that can steal any permanent. Not to mention the sheer endless
possibilities with a Birthing Pod...
Restoration Angel
It is an instant 3/4 flyer for a splashy 3W that has the best enters-the-
battlefield-ability among all creatures you currently control.
A fog that can be used offensively? yes please. Same as a regular fog as long as you have a token out too.
Wolfir Silverheart
Maybe. Certainly game winning.
Divine Deflection
When compared to lightning helix or harm's way, this card is pretty bad. But late game....this turns game around. Heck I know this is meant for aggro but can you imagine a fog deck with this? hilarious.
http://www.youtube.com/watch?v=NpgjnU7C3Aw
http://www.youtube.com/watch?v=Xe7kkZixasc
My prediction for sleepers is that some enchantments will be a sleeper and that RtR will turn out to be an enchantments block.
Wild speculation? Certainly. That's why they're sleepers. They may just never wake up.
For now, hence the sleeper title. It's specific and powerful enough that if more stuff comes out that this hits and mental misstep / spell snare / etc does not it will get play. It also counters things you wouldn't instantly think of like gifts ungiven, edicts, etc, so if and when the combination of things that need to make this good happen, this card could totally "wake up".
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
Nobody is talking about this card, so she's a sleeper to me
The top end of any zombie deck that already plays a bunch of removal. Sure it probably won't live for long, but attack/block, then steal their Titan late game with Tragic Slip is what keeps this deck alive late game. The fact that it turns guys into Zombies is relevant for bringing back late game Gravecrawlers.
Lunar Mystic
'Instant' and 'draw a card' are two phrases I love seeing. I love seeing both on the same card even more, especially when you have a card like Snapcaster Mage in Standard. Maybe fit into a RU Burning Vengeance deck with all the flashback draw spells?
Captain of the Mists
Even though his tap ability costs some mana, the fact that you can flash in Snapcaster to untap and block or double block is definitely a thing. Plus, it's abusable with tons of cheap humans, with flicker shenanigans, and with plenty of other humans like Thraben Doomsayer. 1U: Make a 1/1 Human token isn't too bad. Oh and yes, it's another card that combos with Splinter Twin (not Kiki-Jiki though).
Zealous Conscripts
He deals with a lot of top end cards that red often has troubles with (huge titans or PW's out of control). He has an "enters battlefield" effect that is abusable with other cards like Pod and all the flicker effects. He also clears out blockers for your team; what doesn't this guy do?
Descent into Madness
When we have tons of token makers, this card builds its own deck. Especially since you're in black, you have access to one of the easiest ways to stop opposing tokens in Curse of Death's Hold.
Champion of Lambholt
GWb Tokens or Humans becomes a deck because of this card. I mean how hard is it to just drop this, play a couple tokens and swing for unblockable every turn after. I almost want to try this card with Mentor of the Meek for sick value.
Dual Casting - Yes, I know that creature auras are traditionally looked upon as a bad idea, but this one is reasonably costed and pretty powerful, so I'm not willing to rule it out just yet.
Wolfir Avenger - Love that he has flash. Love that his power level is on-curve. Love that he can be regenerated. This guy seems really fun.
Slayer's Stronghold - Boros humans is going to be a thing, and that deck is going to want this card. Especially while Mirran Crusader is still in standard.
Demolish - It's no Stone Rain, but it's land destruction with an extra option tacked on. There are lots of top-tier decks running important utility lands (KWR, inkmoth nexus, Nephalia Drownyard, Moorland Haunt, plus whatever decks end up using the utility lands from AVR).
Elgaud Shieldmate - This is a good card. One of the only soulbond dudes worth the trouble. Having two dudes with hexproof is nothing to sneeze at.
Nearheath Pilgrim - Another interesting soulbond guy. Lifelink can be hard to deal with.