Well, 1) that will only be true in paper drafts, and 2) there will be few enough werewolves opened in any given draft that it may not make much difference. Werewolves are the least tribally supported of the five major races in Innistrad, even less than spirits, and enough of the uncommon and rare werewolves are individual bombs that a dedicated werewolf deck is just not a likely occurence. You'd be very lucky to draft 7 werewolves in a single draft, and since that just isn't enough to make Full Moon's Rise even playable, we're looking at Moonmist being enough of an enabler to define werewolves as an archetype all on its own. And it just isn't.
Moonmist is a very good card in a theoretical Werewolf deck, but the cards just aren't going to come up with the necessary frequency to make that a possibility.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
Has there been an official announcement about how DFCs will work online?
and 2) there will be few enough werewolves opened in any given draft that it may not make much difference. Werewolves are the least tribally supported of the five major races in Innistrad, even less than spirits, and enough of the uncommon and rare werewolves are individual bombs that a dedicated werewolf deck is just not a likely occurence. You'd be very lucky to draft 7 werewolves in a single draft, and since that just isn't enough to make Full Moon's Rise even playable, we're looking at Moonmist being enough of an enabler to define werewolves as an archetype all on its own. And it just isn't.
Moonmist is a very good card in a theoretical Werewolf deck, but the cards just aren't going to come up with the necessary frequency to make that a possibility.
I'm not so sure about this. I think I'd be happy playing Rise with 7 werewolves. With M12 it seems it's good to play a tribe enabler like Goblin Grenade or Griffin Rider with 4-5 cards in that tribe. I'd have to see how the deck plays out, though.
As for Moonmist, it also works on wolves and there are 3 common wolves (which have good synergy with werewolves, as they allow you to spend your mana without playing spells). In a hypothetical deck with 5-7 werewolves and 3-5 wolves, I think Moonmist would be quite good.
Has there been an official announcement about how DFCs will work online?
Why would there need to be one? DFCs can have a normal card back online.
It's very unlikely that werewolves will be overdrafted, since a player taking a werewolf is public information. So if you see multiple people going werewolves, you can get out quickly.
What I meant was, weak players will enjoy the 'flavour' of werewolves so much that they will draft them more highly than they should, so it's likely I won't be able to draft a heavily werewolf deck.
Just like one of the reasons green is so bad is because bad players tend to draft it more heavily than they should.
Why would there need to be one? DFCs can have a normal card back online.
They can, but they don't have to. Since one of the major reasons people draft online is to practice for RL drafting, it would make sense to have it work the same way.
What I meant was, weak players will enjoy the 'flavour' of werewolves so much that they will draft them more highly than they should, so it's likely I won't be able to draft a heavily werewolf deck.
That depends on in what context you're drafting, of course, There are also people who hate DFCs on principle and will refuse to touch them.
Has there been an official announcement about how DFCs will work online?
No, but think for a second about the UI changes that would need to be made in order to make it possible to see the DFCs other players have drafted. Then compare to the UI changes they've been able to make since v3's inception (by which I mean the lack of them).
The MTGO team quite simply does not have the capacity to implement this functionality in a timely manner. And that's on top of questions of whether or not they'd even want to, when it would be SO unpopular.
I'm not so sure about this. I think I'd be happy playing Rise with 7 werewolves. With M12 it seems it's good to play a tribe enabler like Goblin Grenade or Griffin Rider with 4-5 cards in that tribe. I'd have to see how the deck plays out, though.
As for Moonmist, it also works on wolves and there are 3 common wolves (which have good synergy with werewolves, as they allow you to spend your mana without playing spells). In a hypothetical deck with 5-7 werewolves and 3-5 wolves, I think Moonmist would be quite good.
Full Moon's Rise isn't a Goblin Grenade or a Griffin Rider. Those cards get full benefit just from having one of the relevant tribe in play. FMR is more like Goblain Chieftain. Except not as good, because it doesn't do anything on its own, and it's only a +1/+0 bonus anyway. The free regen will not usually be worth a card, especially when it's an on-the-board trick that will be played around 100% of the time.
I'll admit I didn't account for regular wolves in my assessment of the werewolf deck. I guess I'll give it a little more credit than I have been. But still, Moonmist is a thin reason to want to go tribal, and it is the ONLY non-rare reason we have in the set.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
No, but think for a second about the UI changes that would need to be made in order to make it possible to see the DFCs other players have drafted. Then compare to the UI changes they've been able to make since v3's inception (by which I mean the lack of them).
The MTGO team quite simply does not have the capacity to implement this functionality in a timely manner. And that's on top of questions of whether or not they'd even want to, when it would be SO unpopular.
Keep in mind that given how far sets are done in advance, they have had quite a bit of time to work on this by now. And there are quick ways to do this, such as simply printing a message in the chat log when someone picks a DFC.
I don't think it would be unpopular, as people want their online drafts to work the same way as their RL ones.
Full Moon's Rise isn't a Goblin Grenade or a Griffin Rider. Those cards get full benefit just from having one of the relevant tribe in play. FMR is more like Goblain Chieftain. Except not as good, because it doesn't do anything on its own, and it's only a +1/+0 bonus anyway. The free regen will not usually be worth a card, especially when it's an on-the-board trick that will be played around 100% of the time.
Grenade/Rider don't quite get full benefit with only one, as one Griffin+Rider leaves you open to getting 2-for-1d by removal on the griffin. One goblin with Grenade often means you've got to sac a goblin you'd rather keep.
FMR may be decent with just one Werewolf on the board, as trample is quite good with how big most werewolves are, especially combined with the small power boost and the necessity of playing around a regen shield. But I'll have to play it to know for sure.
But anyway, with 7 werewolves the possibility of having 2 out at once is decent. Does anyone remember how many Vampires you needed in Zendikar draft to make Feast of Blood playable?
I'll admit I didn't account for regular wolves in my assessment of the werewolf deck. I guess I'll give it a little more credit than I have been. But still, Moonmist is a thin reason to want to go tribal, and it is the ONLY non-rare reason we have in the set.
You don't need to commit until you're deckbuilding.
If I'm in red/green for whatever reason, I'm picking wolves and werewolves because they're good cards. I'll pick up Moonmists and FMRs late, just like other cards which may or may not make my deck. I'll prioritize the enablers (and the less-good werewolves) higher or lower depending on the signals I'm getting.
After drafting is finished, I either include the enablers or don't, depending on how many wolves/werewolves I have and the general shape of my deck. If I don't have enough to support the enablers, I'm just playing red/green with some werewolves.
There are lots of differences between IRL and MTGO. The chess clocks are the most obvious one, and automated triggers are another. They have a substantial impact on how a game plays out. It's impossible to draw online because of this.
The rules about visibility of DFC cards when drafting IRL are because for all practical purposes it's IMPOSSIBLE for DFC cards to be reasonably hidden logistically. This is the same reason that draws are allowed IRL and not on MTGO.
MTGO is in some ways a better game than IRL. And the fact that DFCs have a card back while held in your hand is one of them.
Keep in mind that given how far sets are done in advance, they have had quite a bit of time to work on this by now. And there are quick ways to do this, such as simply printing a message in the chat log when someone picks a DFC.
I don't think it would be unpopular, as people want their online drafts to work the same way as their RL ones.
Okay, I'll grant that the MTGO team could probably figure out a way to add a chat message when someone picks a DFC. Maybe. But even if they could, that still wouldn't be anything like a paper draft, since you'd be able to go back and look at the log well after the fact.
Making MTGO work like paper is never going to happen, and I don't think people really want it to, anyway.
Grenade/Rider don't quite get full benefit with only one, as one Griffin+Rider leaves you open to getting 2-for-1d by removal on the griffin. One goblin with Grenade often means you've got to sac a goblin you'd rather keep.
FMR may be decent with just one Werewolf on the board, as trample is quite good with how big most werewolves are, especially combined with the small power boost and the necessity of playing around a regen shield. But I'll have to play it to know for sure.
But anyway, with 7 werewolves the possibility of having 2 out at once is decent. Does anyone remember how many Vampires you needed in Zendikar draft to make Feast of Blood playable?
Feast of Blood is actually a decent comparison to Moonmist, in terms of tribal dependence. FMR is a whole other ball of wax though, since its effect isn't worth a card even if you have three werewolves in play.
You don't need to commit until you're deckbuilding.
Well, ideally, you would commit before deckbuilding. Werewolves come up infrequently enough that unless you're committing to the archetype and taking cards like the 2/3 vanilla werewolf quite early, you aren't ever going to have enough of them to justify playing Moonmist. If werewolves are an archetype at all, it will be one you have to commit to early and stick to it pretty hard through the whole draft.
MTGO is in some ways a better game than IRL. And the fact that DFCs have a card back while held in your hand is one of them.
DFCs have a card back when they're held in your hand in paper Magic, too. It's just that the card back happens to be on a checklist card. The only impact this has is in the actual process of drafting.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
Here's what you guys are missing about Moonmist and Full Moon's Rise:
-When you have 5-6 Goblins, Goblin Grenade is twice as good as Fling about half the time, so it's about as good as Fling.
-When you have 5-6 Griffins, Griffin Rider is about twice as good as Stormfront Pegasus about half the time, so it's about as good as Stormfront Pegasus.
-When you have 8-9 Vampires, Feast of Blood is about as good as Hideous End half the time, so it's about half as good as Hideous End.
Stormfront Pegasus is good. Fling is fine. Hideous End half the time is probably alright. Look at what you get with the Werewolf enablers (and note all of these cards are effectively blanks without enablers, Griffin Rider aside):
-When you have 7-8 Werewolves and Wolves, Moonmist is about as good as Safe Passage about half the time, so it's about half as good as Safe Passage.
-When you have 5-6 Werewolves, Full Moon's Rise is about as good as Glorious Anthem half the time, so it's about half as good as Glorious Anthem.
Safe Passage is about on the level of Fling in terms of how good of a card it is. Half a Safe Passage is under the line of playable. Glorious Anthem is actually a good card, and half of a Glorious Anthem is above the line of playable IMO.
Umm, where are you coming up with these ideas? I mean, the number of things you said just there in that post that I find to be incredibly hard to swallow is kind of large. I think you're oversimplifying to a huge extent, and moreover, you're taking a number of things out of context, which is especially hard because we don't know what the real context is, yet.
For example, in M12, Fling is basically unplayable except in one niche strategy, while with 5-6 goblins, Goblin Grenade is completely uncuttable. (I assume we're talking about M12, because the two cards have never existed together in any other limited format.) There are lots of factors that make this true, ranging from relative mana cost to per-card value, that you simply haven't considered, and as a result, you've gotten completely the wrong idea.
Similarly, with 5-6 griffins, Griffin Rider is a much, much better card than Stormfront, while on the other hand, Hideous End is much more than twice as good as Feast of Blood, even if you do have 8-9 Vampires.
As far as the comparison between Moonmist and Safe Passage, that comparison is so completely metagame dependent that I don't think there's any clear way to judge. Moonmist is cheaper, in a more combat-oriented format, in a more combat-oriented color, but is far less reliable. Saying it's "about half as good as Safe Passage about half the time" doesn't come close to accounting for all the variables.
On the other hand, Full Moon's Rise is NEVER as good as Glorious Anthem, even if you have 15 werewolves in your deck. It's never HALF as good as Glorious Anthem. And in any case, Glorious Anthem was a playable card, but hardly ever in the top half of your deck in terms of quality. FMR is not playable. It is not close to playable. At night, it goes to bed and dreams of being Bramblecrush, because then it might occasionally be sideboard material. During the day, it hides in the corner and asks politely if it's time for its whipping, every hour on the hour, because it's been bad. Really bad.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
They can, but they don't have to. Since one of the major reasons people draft online is to practice for RL drafting, it would make sense to have it work the same way.
On MtGO you can't even see where at the table each player is sitting. DFC changes would be extremely mild by comparison.
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<Limited Clan>
During the day, it hides in the corner and asks politely if it's time for its whipping, every hour on the hour, because it's been bad. Really bad.
this! also, Seal of Safe Passage would not be considered a great card by any stretch.
also, goblin grenade is a good card because it turns a weenie into a lot of damage. if you have a guy with 5 power to fling, you can ... you know, just hit them for 5. fling and, too a lesser degree full moon rising, suffer from not really helping do something you need.
is this card better than giant growth if you have 5 craw wurms?
gianter growth - 0
target a creature costing 6 or more mana
target creature gets +5/+5
Second, I updated it to include card pictures for the detailed breakdown, as I haven't yet memorized the card names. (Apologies if someone upstream in the thread already did this).
On the other hand, Full Moon's Rise is NEVER as good as Glorious Anthem, even if you have 15 werewolves in your deck. It's never HALF as good as Glorious Anthem. And in any case, Glorious Anthem was a playable card, but hardly ever in the top half of your deck in terms of quality. FMR is not playable. It is not close to playable. At night, it goes to bed and dreams of being Bramblecrush, because then it might occasionally be sideboard material. During the day, it hides in the corner and asks politely if it's time for its whipping, every hour on the hour, because it's been bad. Really bad.
First off, anthem is a rare while rise is uncommon.
Secondly, a better comparison would be the new anthem for tokens, since it shares rarity and relevance. Or you could go with honor of the pure, since anthem affects all your creatures.
Thirdly, you do realize that untransformed humans are still werewolves, so they always get the bonus, even if it's during the day, right?
Not saying rise is playable or not, but just giving u some things to think about.
Well done for writing the most useful limited review I have read on Innistrad. Much more in depth and useful than the standard 1-5 ranking found elsewhere, it sounded well reasoned and quite trustworthy for something that is somewhat subjective. If you ever decided to start writing for a site, I would read you.
First off, anthem is a rare while rise is uncommon.
Secondly, a better comparison would be the new anthem for tokens, since it shares rarity and relevance. Or you could go with honor of the pure, since anthem affects all your creatures.
Thirdly, you do realize that untransformed humans are still werewolves, so they always get the bonus, even if it's during the day, right?
Not saying rise is playable or not, but just giving u some things to think about.
First point is irrelevant. Second point is confusing, since we've never seen the anthem for tokens in action before this set, and thus can't compare it at all. And Honor of the Pure is a lower pick than Anthem was, anyway, so you're kinda not helping your case. Third point still doesn't address the fact that +1/+0 on a subset of your creatures is never, under any circumstances, going to compare favorably to +1/+1 on all of your creatures, or even (in the case of Honor of the Pure) an - at minimum - similarly-sized subset of your creatures. HotP is a semi-playable in a strongly white deck, and is a much, much more powerful effect than Full Moon's Rise is.
Wit's End is the PERFECT answer to your opponent's Monomania however.
Just hold on to your Wit's End when they Monomania, so you can Wit's End them on your next turn!!!
I think this is fairly reminiscent of the "Jace Battles" we have seen in past standards.. My guess is we will soon witness the great Monomania-Wit's End battles.
Moonmist is a very good card in a theoretical Werewolf deck, but the cards just aren't going to come up with the necessary frequency to make that a possibility.
Has there been an official announcement about how DFCs will work online?
I'm not so sure about this. I think I'd be happy playing Rise with 7 werewolves. With M12 it seems it's good to play a tribe enabler like Goblin Grenade or Griffin Rider with 4-5 cards in that tribe. I'd have to see how the deck plays out, though.
As for Moonmist, it also works on wolves and there are 3 common wolves (which have good synergy with werewolves, as they allow you to spend your mana without playing spells). In a hypothetical deck with 5-7 werewolves and 3-5 wolves, I think Moonmist would be quite good.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Why would there need to be one? DFCs can have a normal card back online.
What I meant was, weak players will enjoy the 'flavour' of werewolves so much that they will draft them more highly than they should, so it's likely I won't be able to draft a heavily werewolf deck.
Just like one of the reasons green is so bad is because bad players tend to draft it more heavily than they should.
They can, but they don't have to. Since one of the major reasons people draft online is to practice for RL drafting, it would make sense to have it work the same way.
That depends on in what context you're drafting, of course, There are also people who hate DFCs on principle and will refuse to touch them.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
No, but think for a second about the UI changes that would need to be made in order to make it possible to see the DFCs other players have drafted. Then compare to the UI changes they've been able to make since v3's inception (by which I mean the lack of them).
The MTGO team quite simply does not have the capacity to implement this functionality in a timely manner. And that's on top of questions of whether or not they'd even want to, when it would be SO unpopular.
Full Moon's Rise isn't a Goblin Grenade or a Griffin Rider. Those cards get full benefit just from having one of the relevant tribe in play. FMR is more like Goblain Chieftain. Except not as good, because it doesn't do anything on its own, and it's only a +1/+0 bonus anyway. The free regen will not usually be worth a card, especially when it's an on-the-board trick that will be played around 100% of the time.
I'll admit I didn't account for regular wolves in my assessment of the werewolf deck. I guess I'll give it a little more credit than I have been. But still, Moonmist is a thin reason to want to go tribal, and it is the ONLY non-rare reason we have in the set.
Keep in mind that given how far sets are done in advance, they have had quite a bit of time to work on this by now. And there are quick ways to do this, such as simply printing a message in the chat log when someone picks a DFC.
I don't think it would be unpopular, as people want their online drafts to work the same way as their RL ones.
Grenade/Rider don't quite get full benefit with only one, as one Griffin+Rider leaves you open to getting 2-for-1d by removal on the griffin. One goblin with Grenade often means you've got to sac a goblin you'd rather keep.
FMR may be decent with just one Werewolf on the board, as trample is quite good with how big most werewolves are, especially combined with the small power boost and the necessity of playing around a regen shield. But I'll have to play it to know for sure.
But anyway, with 7 werewolves the possibility of having 2 out at once is decent. Does anyone remember how many Vampires you needed in Zendikar draft to make Feast of Blood playable?
You don't need to commit until you're deckbuilding.
If I'm in red/green for whatever reason, I'm picking wolves and werewolves because they're good cards. I'll pick up Moonmists and FMRs late, just like other cards which may or may not make my deck. I'll prioritize the enablers (and the less-good werewolves) higher or lower depending on the signals I'm getting.
After drafting is finished, I either include the enablers or don't, depending on how many wolves/werewolves I have and the general shape of my deck. If I don't have enough to support the enablers, I'm just playing red/green with some werewolves.
Practice for Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
The rules about visibility of DFC cards when drafting IRL are because for all practical purposes it's IMPOSSIBLE for DFC cards to be reasonably hidden logistically. This is the same reason that draws are allowed IRL and not on MTGO.
MTGO is in some ways a better game than IRL. And the fact that DFCs have a card back while held in your hand is one of them.
Okay, I'll grant that the MTGO team could probably figure out a way to add a chat message when someone picks a DFC. Maybe. But even if they could, that still wouldn't be anything like a paper draft, since you'd be able to go back and look at the log well after the fact.
Making MTGO work like paper is never going to happen, and I don't think people really want it to, anyway.
Feast of Blood is actually a decent comparison to Moonmist, in terms of tribal dependence. FMR is a whole other ball of wax though, since its effect isn't worth a card even if you have three werewolves in play.
Well, ideally, you would commit before deckbuilding. Werewolves come up infrequently enough that unless you're committing to the archetype and taking cards like the 2/3 vanilla werewolf quite early, you aren't ever going to have enough of them to justify playing Moonmist. If werewolves are an archetype at all, it will be one you have to commit to early and stick to it pretty hard through the whole draft.
DFCs have a card back when they're held in your hand in paper Magic, too. It's just that the card back happens to be on a checklist card. The only impact this has is in the actual process of drafting.
-When you have 5-6 Goblins, Goblin Grenade is twice as good as Fling about half the time, so it's about as good as Fling.
-When you have 5-6 Griffins, Griffin Rider is about twice as good as Stormfront Pegasus about half the time, so it's about as good as Stormfront Pegasus.
-When you have 8-9 Vampires, Feast of Blood is about as good as Hideous End half the time, so it's about half as good as Hideous End.
Stormfront Pegasus is good. Fling is fine. Hideous End half the time is probably alright. Look at what you get with the Werewolf enablers (and note all of these cards are effectively blanks without enablers, Griffin Rider aside):
-When you have 7-8 Werewolves and Wolves, Moonmist is about as good as Safe Passage about half the time, so it's about half as good as Safe Passage.
-When you have 5-6 Werewolves, Full Moon's Rise is about as good as Glorious Anthem half the time, so it's about half as good as Glorious Anthem.
Safe Passage is about on the level of Fling in terms of how good of a card it is. Half a Safe Passage is under the line of playable. Glorious Anthem is actually a good card, and half of a Glorious Anthem is above the line of playable IMO.
For example, in M12, Fling is basically unplayable except in one niche strategy, while with 5-6 goblins, Goblin Grenade is completely uncuttable. (I assume we're talking about M12, because the two cards have never existed together in any other limited format.) There are lots of factors that make this true, ranging from relative mana cost to per-card value, that you simply haven't considered, and as a result, you've gotten completely the wrong idea.
Similarly, with 5-6 griffins, Griffin Rider is a much, much better card than Stormfront, while on the other hand, Hideous End is much more than twice as good as Feast of Blood, even if you do have 8-9 Vampires.
As far as the comparison between Moonmist and Safe Passage, that comparison is so completely metagame dependent that I don't think there's any clear way to judge. Moonmist is cheaper, in a more combat-oriented format, in a more combat-oriented color, but is far less reliable. Saying it's "about half as good as Safe Passage about half the time" doesn't come close to accounting for all the variables.
On the other hand, Full Moon's Rise is NEVER as good as Glorious Anthem, even if you have 15 werewolves in your deck. It's never HALF as good as Glorious Anthem. And in any case, Glorious Anthem was a playable card, but hardly ever in the top half of your deck in terms of quality. FMR is not playable. It is not close to playable. At night, it goes to bed and dreams of being Bramblecrush, because then it might occasionally be sideboard material. During the day, it hides in the corner and asks politely if it's time for its whipping, every hour on the hour, because it's been bad. Really bad.
On MtGO you can't even see where at the table each player is sitting. DFC changes would be extremely mild by comparison.
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
this! also, Seal of Safe Passage would not be considered a great card by any stretch.
also, goblin grenade is a good card because it turns a weenie into a lot of damage. if you have a guy with 5 power to fling, you can ... you know, just hit them for 5. fling and, too a lesser degree full moon rising, suffer from not really helping do something you need.
is this card better than giant growth if you have 5 craw wurms?
gianter growth - 0
target a creature costing 6 or more mana
target creature gets +5/+5
Second, I updated it to include card pictures for the detailed breakdown, as I haven't yet memorized the card names. (Apologies if someone upstream in the thread already did this).
http://ccgdecks.com/innistrad/guide.html
First off, anthem is a rare while rise is uncommon.
Secondly, a better comparison would be the new anthem for tokens, since it shares rarity and relevance. Or you could go with honor of the pure, since anthem affects all your creatures.
Thirdly, you do realize that untransformed humans are still werewolves, so they always get the bonus, even if it's during the day, right?
Not saying rise is playable or not, but just giving u some things to think about.
My Sales Post!
First point is irrelevant. Second point is confusing, since we've never seen the anthem for tokens in action before this set, and thus can't compare it at all. And Honor of the Pure is a lower pick than Anthem was, anyway, so you're kinda not helping your case. Third point still doesn't address the fact that +1/+0 on a subset of your creatures is never, under any circumstances, going to compare favorably to +1/+1 on all of your creatures, or even (in the case of Honor of the Pure) an - at minimum - similarly-sized subset of your creatures. HotP is a semi-playable in a strongly white deck, and is a much, much more powerful effect than Full Moon's Rise is.
Overall you analysis looks very simplistic and honestly it doesn;t read like ou actually played a lot of Inn limited.
This was written before Innistrad pre-release. Of course, he didn't play a lot of Innistrad limited.