Grim Haruspex (one who practices haruspicy, the form of divination that looks for signs in entrails) is a pretty cool card. A 3/2 for 2B with a cool ability.
Whenever another nontoken creature you control dies, draw a card.
While it is mandatory, it’s still a very cool card. It’s a little more limited than Dark Prophecy, but it’s also more open as it doesn’t bleed you to death for your creatures dying. The only thing I”m confused about is why this particular card has Morph for B, aside from being a surprise when it flips to this creature, or to let you play it turn three regardless of your mana base and flip it later when you have black mana.
I like the flavor of the card, personally. Though I did have to look up the word Haruspex – which you should probably know for your SATs in the future.
Abzan Charm is a card I’m very happy to see. WBG for a 3-mode instant.
- Exile target creature with power 3 or greater.
This is pretty close to Pillar of LIght from M15, though it’s 3 power instead of 4 toughness. It’s solid removal on a modal spell. Being able to kill big indestructible things is pretty cool.
- You draw two cards and lose two life.
Literally Sign in Blood that can only target you. Draw power is always good.
- Distribute two +1/+1 counters among one or two target creatures.
This is basically Common Bond. It’s pretty solid.
All of the Charms so far have been pretty solid for this set, and I’m a fan of this one.
Both of these enchantments have the same trigger, so I’m talking about them together.
Quiet Contemplation is a 2U Enchantment that lets you tap and freeze your opponent’s creatures every time you cast a non-creature spell. Goblinslide is the same, except you get a 1/1 red Goblin creature token with haste onto the battlefield.
These two are very similar, but it’s strange to me that only Quiet Contemplation has a watermark. I know that Goblins are more Mardu-aligned this set, but it’s just a little unusual. I think both of these will be pretty solid in limited, and Goblinslide might see some Commander play, but I don’t see them seeing Standard play.
Lastly, we have some bear punching.
Savage Punch is a 1G sorcery that causes a creature you control and a creature you don’t control to fight. It’s Prey Upon for 1 more mana. So what else does it get?
Well, it also has Ferocious – The creature you control gets +2/+2 until end of turn before it fights if you control a creature with power 4 or greater. It could see some standard play as mono-green’s removal. Nissa, Worldwaker‘s animated lands are all 4/4s and easily trigger Ferocious, so I think this could actually see some play.
Until next time,