Let's open a booster pack is one of our running gimmicks here at GatheringMagic. With the release of each new set, in this case Alara Reborn, we open a brand new booster pack and dissect each card therein. The future is still wide open, and that is the excitement behind opening boosters. Each one a shiny lottery ticket waiting to reveal hidden treasure or, to put it bluntly, total garbage.
Keep in mind these are immediate reactions to cards maybe never seen/played before, from an actual booster purchased at the local gaming store:
Ethersworn Shieldmage - Not too bad of a start. As a stand alone the Shieldmage offers us an near indestructible blocker we can flash out for three mana. Of course, the damage prevention wears off after the turn but that is to be expected from a common. We could use this as a one time Dolmen Gate in the right circumstances as well. Good pull for anyone creating a creature-heavy Esper deck.
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Naya Sojourners - Automatically I am not too sure about this one. Cycling is rarely useful unless its cheap or gets you exactly what you need. Paying three to draw a replacement card and put a +1/+1 counter on target creature does not seem like a great deal. Sure it could be used as a mini-Giant Growth or to push across that last point of damage, but this card is filler. Maybe if the creature itself were a decent bargain. Not the case.
Gorger Wurm - A second creature I am fairly fond of. In a sealed draft this guy could be the biggest threat on the board. If our opponent isn't playing removal we could win right here. The devour mechanic is not great here. Due to the lack of trample, lifelink, or anything else that matters when power is boosted from five to six or seven. Throw a Behemoth Sledge in the mix however, and things start getting interesting.
[caption id="attachment_2230" align="alignleft" width="215" caption="perfectly designed card, well done WotC"]
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Singe-Mind Ogre - Now we're talking. One of the better commons I have seen out of Alara Reborn. The underlying theme of red/black in Alara has been two for one. Cards like Blightning and Shambling Remains get us card advantage while applying pressure to our opponent's life total. SMO does the same making it a perfect fit in an already established theme.
Bant Sureblade - Reminds me of the Kithkin Greatheart without the sometimes difficult condition of controlling a giant. Fast and effective, the Sureblade will be a hit in block constructed and drafts. Here is another card that would benefit greatly from Behemoth Sledge. Maybe this is a sign, although I can't really think of any creature that wouldn't benefit greatly from carrying the Sledge.
Naya Hushblade - Huh, what a coincidence we have here. Two 'blades' in a row. Similar in casting cost an abilities there isn't much more to say that wasn't said about Bant Sureblade. It is notable I guess, that the Hushblade's shroud ability has nothing to do with an of the three colors in it's cost. Interesting choice WotC.
Vectis Dominator - Not a terrible card, but not really playable outside the most limited formats. The big problem here is the card allows our opponent an out. Meaning if it ever truly matters they can simply pay the life and we still tap our Dominator. Bummer.
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Firewild Borderpost - Why should I be paying either of these casting costs? For three mana I can have the more versatile Obelisks, and for the alternative casting cost there is no mana acceleration. Am I missing something here? No thanks Borderpost, I'll settle for old fashioned lands for now.
Jund Sojourners - The feeling is creeping into my brain that this set is actually only made up of thirty-two cards and WotC just gave each a different combination of colors. Not much imagination here, although a better card than the Bant Sojourners. Over half-way through and I'm not too excited.
Captured Sunlight - Perfect card for cascading. Life gain by itself is rarely worth the card, but with the chance for more goodies we can risk it here. The mana cost would be too high, but that does help our cascading so we can't be too picky. If this lands us a Bant Sureblade it should be considered a success.
Vengeful Rebirth - Alrighty then we finally hit the uncommons, and in a big way. There are plenty of possibilities, we could return that Deus of Calamity and deal a solid six damage to our foe. We could return another huge creature and deal lots more damage. Fine, maybe it's not versatile but this card can win you a game if played correctly.
Messenger Falcons - Too much of a stretch to pay four mana for a 2/2 flying creature. Especially one with such a useless creature type. Elvish Visionary is better for two reasons. First, it's cheaper so we can play it early. Second, it's an elf and that opens all sorts of doors for it. Bird hasn't been a valuable creature type since Planeshift.
[caption id="attachment_2231" align="alignleft" width="215" caption="call this the five and five four for four"]
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Vithian Renegades - Whenever WotC takes an old card and recreates it in superior fashion with a mana twist I'm happy. The Renegades offer us the same benefit of Viridian Shaman with an extra point of power. Not too shabby, especially against anything Esper. Good stand alone card, but there aren't really any combos I can see here.
Mycoid Shepherd - Not super flashy, but there is some real good value here. Earlier we pulled Captured Sunlight which only gains us four life for essentially the same cost. Oh, and a 5/4 nasty for only four mana is pretty much awesome. An interesting choice here because of the usual nature of Fungi (to be small and help pump out other small creatures) but too good to pass up. Mycoid Shepherd is the kind of card you draft a deck around. Nothing like ending on a high note.




