Thursday, July 9, 2015

Origins Prerelease Primer: White



Hey! Josh here with WizardDen.com's Team Rogue Tech bringing you the White expansion of our Prerelease Primer. Let's dive in!

For anyone who has read my previous primers I'll be changing up the way I evaluate cards and shortening the number of cards I'll discuss in depth to what I see to be the top three commons and uncommons, along with a few honorable mentions and a list of the cards that I give a rating of 3 or greater for their rarity, which I will also now be listing with the card (this number is relative to the power of the set with 5 being the highest rating)

Before we jump into the White Uncommons I want to be up front in saying you probably can't go wrong with your color selection this weekend as all of the colors appear to have a very flat power level, by which I mean they are all very comparable in their strengths and weaknesses. I think this is great for a sealed format. Looking at Dragons Fate sealed Red was the best color by a significant margin which made it punishing when playing the format if you were forced into the weaker colors like Blue or White. You have some really high payoffs in any color when playing Origins and I think it will make this prerelease a very fun event. Without further adieu, let's dive in to the White Uncommons.

#1 Sentinel of the Eternal Watch: 4.5



 This card isn't a great investment when you look at his 4/6 body on a 6 mana creature. It is the Vigilance and tap down ability that really makes this creature shine. He will be great on offense and defense as he doesn't have to tap to attack and he will always tap your opponents best blocker. Vigilance makes the Sentinel a very powerful blocker as well as there are only a handful of cards with a natural power greater than six. I'll be very happy to see this card in my pool this weekend.

#2 Consul's Lieutenant: 4



This is an insane two drop. Being a two power first strike is as real as it gets. This Lieutenant will be eating all of your opponents creature's in the early game and will make sure that you are able to punch a few points of damage in to close things out in the mid game. Renown is a pretty awesome limited mechanic. Probably about as awesome as a potential 3/2 first striker with upside.

#3 Patron of the Valiant: 4



Patron of the Valiant is a 4/4 flier with upside. Not much more needs to be said about the card other than the fact that these types of cards demand an answer from your opponent and will generally just win you the game. If the spell resolves your Renown creatures get another boost which I think will be quite relevant in the limited format.

Honorable mentions (Also really good)

Swift Reckoning: 4

This is a premium removal spell you should always play if you are in white. Spell mastery is very achievable and only requires 7-8 non-creature spells to be acquired. Wizards of the Coast did a very good job at designing this mechanic for limited play. Swift reckoning will probably come out at the top of the food chain for cards with this mechanic.

War Oracle: 3.5

I've mentioned that I like the Renown mechanic, this is no different as a 3/3 lifelink creature for four mana is already playable. Add the fact that if your opponent lets him through in combat once and they have a 4/4 with lifelink that will cause all kinds of problems for them.

Knightly Valor: 3.5

A lot of times an aura is a liability in limited. You set up for a two for one and your opponent gets advantage off of whatever creature you enchant. This isn't truly the case with Knightly Valor as you get a 2/2 with vigilance if the spell resolves. Looking at it from the perspective of pay five mana to get a 2/2 Knight token with Vigilance, your opponent discards a removal spell, you are actually getting decent value even in the worst case scenario.

Cards that got a 3

Anointer of Champions
Blessed Spirits
Totem-Guide Hartebeest: if you have Suppression Bonds 

White definitely has some powerful uncommons, let's see how the colors common cards stack up.

White Commons

#1 Suppression Bonds: 3.5



This card doesn't get above a 4 as a common due the converted mana cost of four. It definitely stands out to me as a premier common removal spell in white and I will be happy to play it. I, personally, don't feel this card is exceedingly powerful, however.

#2 Celestial Flare: 3.5



This has the same deal as Suppression Bonds in that it is a very quality removal spell at common. I would even go as far as to say that the two are interchangeable. I ranked Suppression Bonds higher simply due to the great synergy with several cards that like enchantments. I really like that you can cast this as the 'End Combat' phase after  you have picked off the small stuff with your blockers as the creatures are still recognized as attackers. With a little work this two mana spell can put in a hefty amount of work for you.

#3 Knight of the Pilgrim's Road: 3.5



This is a large, efficient creature that will generally trade up as it has a mana cost of three. If you are on the play it will almost always be a 4/3 as your opponent will have to trade in a generally unprofitable manner to remove the Knight. I am a fan of this card and will be happy to have it in my 23 this weekend.

Honorable Mentions

Stalwart Aven: 3-3.5

Let's be honest here, this is just a 2/4 flier for three mana in disguise. I almost have this as the number three card in the white commons. This Aven is going to be a nightmare for people, myself included, this weekend.

Topan Freeblade: 3-3.5

A potential 3/3 with vigilance for two mana at common??? Sign me up.

The 3's

Healing Hands
Heavy Infantry
Auramancer

I am definitely a fan of what White is bringing to the table in Origins. I don't think it will be my first pick color at the prerelease events this weekend but I wouldn't be surprised if a box with the picture of the sun popped up at my house by Sunday.

2 comments:

  1. Note Sentinel taps on opponents turn - even nicer potentially.

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  2. Oops, my mistake, thank you for catching that Phil. I love that it is so defensive and aggressive at the same time. Cards that can switch gears to fill multiple roles are very good in sealed and I think the sentinel is a great example of that.

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