We're excited to continue Coast to Coast Casual (CCC), a blog series written by East2West, published on MTG Cardsmith.
I will be going over most cards in this set excluding most commons and uncommons. Each card will be given a ranking between 1 and 10 based on how playable I believe it to be in Standard, Modern, Commander, and Draft respectively, I'm not familiar enough with the eternals to give that score. We'll be going in classic WUBRG order.
- - Unplayable
- - Bad card tribal
- - Uninteresting
- - Could see play but doubtful
- - Playable
- - Seems deece
- - If you have the room run it
- - Make the room to run it
- - Spicy
- - Why aren't you playing this?
Not a whole lot to go over here, it's too slow for most formats but is first pickable in draft. In Commander Sphinx tribal is becoming kind of a thing so one more solid Sphinx is a pretty cool thing for those players.
Same CMC as Citywatch Sphinx but so so so so sooooo much better. It's power and toughness are lower but it can be flashed in, it's a flying threat, it surveils, then it bounces a creature! Dream Eater is a gosh darn express train to value town and I love love love it!. Too slow for Modern but I think this will see play in Standard as a finisher, in Commander since it's just solid, and this is 100% first pick in draft.
Drowned Secrets is fun for me but all in all it's not great. Mill in Modern might want this but I think the two drop slot is better filled by Glimpse the Unthinkable. In Standard Mill doesn't seem to be a thing rn, the Standard meta is leaning heavily aggressive from what I've seen so I doubt this will be played. Commander is Commander, that means 100 cards and since this is a target player affect it's basically unplayable. Now in Draft this a total build around and I highly recommend it, it can work and you'll have fun playing it.
Coming this October, Snapcaster Mage: Tokyo Drift. Everyone's making the obvious comparison to Snapcaster but there are some significant differences here. Snapcaster is a creature (obviously) so it's body can be super useful as a chump for some decks. On the flip side Mission Briefing allows you to surveil, making it a little more flexible. Plus Mission Briefing allows you to pay alternate casting costs which Snapcaster Doesn't meaning that I could see this being played in Eternal formats as extra Force of Wills. All in all Mission briefing is playable in all four of these formats and I expect to see it killing me in the near future.
Murmuring Mystic is actually my favorite card in this set. It's weird Young Pyromancer and it's a total bomb in draft. Easily my first pick in any pack it's in this card can just take over board states in an instant (or sorcery). The Jump Start ability gives Murmuring Mystic extra value, plus the tokens are flying making this a great finisher. In Standard and Modern it's too slow and there are better choices at a CMC of four but in Commander I can def see it in most spellslinger decks as a generator for blockers or as an alternate win condition. Murmuring Mystic is an insane card that I am so excited to force everytime it shows up in my packs.
Spellslinger players are probably drooling over this. Omnispell Adept is super powerful but the issue here remains a high mana cost and having to wait one turn due to summoning sickness. That wait allows your opponent a whole turn to respond to this. For that reason in both Modern and Draft I can see this being played but I don't expect to see it put up crazy numbers. In Standard I have hopes, there are plenty of great targets but with the amount of good removal in the meta we shall see how this goes. In Commander Omnispell Adept shines like a diamond, most decks will want a copy due to the sheer power of that activated ability. Compliments to the chef.
This card instantly reminds me of Cackling Counterpart. The fact that it hits only creatures you control are what kind of turns me off of it. Clone effects are often good because they can copy your opponent's best creature at a lower casting cost. I can see it being playable in Standard and Draft but since Cackling Counterpart never had a place in Modern I think this will be soon forgotten to those players.
Selective Snare is a very powerful tool in control decks. With enough mana on board this can shut down most tribal decks making it really good in a Standard environment with any tribal themes. In Modern there are better bounce spells but I can see it being sideboarded in against tribals. In Commander tribal strategies are extremely popular and even when they're not you can bounce multiple creatures under multiple players control if they share a creature type (nudge, nudge. Name Human). As for draft it's fine, not first pickable but it's certainly something I like to have at least one of in any blue deck.
Check back soon - up next: Black
East2West is an aspiring writer from NJ currently seeking fame and fortune on the internet. She's been playing Magic since Zendikar block (the original one) and is a commander player with one deck for each two color pair and one for each single color. The only non EDH deck she plays is her own personal Pauper brew, Pauper Eggs. Follow her on her newly created and probably soon to be underused twitter @East2WestMTG.