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A Complete Review of Torment (black)

Boneshard Slasher U, Creature - Horror, 1B, 1/1
Flying
Threshold - Boneshard Slasher gets +2/+2 and has "When Boneshard Slasher becomes the target of a spell or ability, sacrifice it."

==> FUN: 2
Without threshold it's just a 1/1 and easily killed. With threshold it's a 3/3 and even easier to kill. That's not really a good arrangement in my book.

--
Cabal Ritual C, Instant , 1B
Add BBB to your mana pool.
Threshold - Instead add BBBBB to your mana pool.

==> FUN: 3
Ah, the fixed Dark Ritual everyone has been speculating about. It's really not that good before threshold, though. And even with threshold, you'll only get one extra mana beyond what Dark Ritual gives you. Still, that one extra mana means a nice increase in power for your Drain Life, but when I have the option, I'll stick with Dark Ritual, because it's more reliable.

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Cabal Surgeon C, Creature - Minion, 2BB, 2/1
2BB, T, Remove two cards in your graveyard from the game: Return target creature card from your graveyard to your hand.

==> FUN: 3
A reusable Raise Dead is usually pretty good, but this one is not only fragile at 1 toughness, it's also very expensive to use. Four mana and two cards from your graveyard. I could live with the mana, but when I play a black deck, my graveyard is a valuable resource, often as valuable as my hand. Especially with all the flashback and threshold cards around now.

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Cabal Torturer C, Creature - Minion, 1BB, 1/1
B, T: Target creature gets -1/-1 until end of turn.
Threshold - 3BB, T: Target creature gets -2/-2 until end of turn.

==> FUN: 3
Cabal Torturer looks pretty good, but it's really just a weaker version of the Prodigal Sorcerer. The Torturer requires a black mana to do its thing and can't even hurt players. On the other hand, the power decrease could come in handy as well. The threshold ability is more interesting. Even at five mana it's still good, reusable creature destruction.

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Carrion Rats C, Creature - Rat, B, 2/1
Whenever Carrion Rats attacks or blocks, any player may remove a card in his or her graveyard from the game. If a player does, Carrion Rats deals no combat damage this turn.

==> FUN: 4
Carrion Rats have already been called the new Jackal Pups, but I'm not so sure about that yet. Jackal Pups were just 2/1 that could hurt you occasionally, but Carrion Rats are much flakier. Your opponent can effectively turn them into 0/1 at will, which means his creatures can safely block and kill them. Even if you manage to kill all potential blockers, you'll be filling his graveyard with plenty of food for your Rats and they won't get a chance to do their damage. Still, a fun addition to any rat theme deck and it could still do some damage if you play one early enough.

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Carrion Wurm U, Creature - Zombie Wurm, 3BB, 6/5
Whenever Carrion Wurm attacks or blocks, any player may remove three cards in his or her graveyard from the game. If a player does, Carrion Wurm deals no combat damage this turn.

==> FUN: 4
A nicely costed fatty for black. Carrion Wurm is stronger than its little brother Carrion Rats, because your opponent won't be able to stop its damage nearly as often. Three cards removed from the game is a lot steeper than just one. Of course your opponent will only have to stop the damage once if he has enough blockers to kill your Wurm and you'll be left with card disadvantage again. These cards are dangerous to play in normal decks, but they're worth trying in a deck with Planar Void to keep the graveyards empty and Gorilla Titan and Carrion creatures to take advantage of that. You could even add Ill-Gotten Gains to make everyone discard their hands and stop them from getting the three cards back from their graveyard.

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Chainer, Dementia Master R, Creature - Minion Legend, 3BB, 3/3
All Nightmares get +1/+1.
BBB, Pay 3 life: Put target creature card from a graveyard into play under your control. That creature is black and is a Nightmare in addition to its creature types.
When Chainer, Dementia Master leaves play, remove all Nightmares from the game.

==> FUN: 3
Great, a lord for nightmares! Well, not so great, because there was exactly one nightmare before Torment: Nightmare. And he doesn't really need the extra +1/+1. Still, there are plenty of nightmares in Torment and Chainer creates his own anyway. The last line really stops Chainer from being a great card, because you have to invest a lot of resources to get a nightmare and that's a pretty big risk if all your opponent has to do is Repulse or Recoil Chainer to undo it. It could still be useful with creatures with good comes-into-play abilities, but I have my doubts.

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Chainer's Edict U, Sorcery , 1B
Target player sacrifices a creature.
Flashback 5BB

==> FUN: 5
Diabolic Edict at sorcery speed is still very useful. It still gets rid of untargetables and creatures with protection from black or just black creatures, something black tends to have trouble with anyway. It also means you can play with 8 Diabolic Edicts in your deck. The flashback is expensive enough that you won't be able to rely on it, but it'll still come in handy often enough to make a difference.

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Crippling Fatigue C, Sorcery , 1BB
Target creature gets -2/-2 until end of turn.
Flashback-1B, Pay 3 life.

==> FUN: 3
Crippling Fatigue could turn out to be a very useful card against weenie decks, where paying 3 life beats getting hit repeatedly by a pair of 2/2s. How useful will it be when you're facing a Spiritmonger or two Call of the Herd tokens, though? It's probably a sideboard card at best.

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Dawn of the Dead R, Enchantment , 2BBB
At the beginning of your upkeep, you lose 1 life.
At the beginning of your upkeep, you may return target creature card from your graveyard to play. That creature gains haste until end of turn. Remove it from the game at end of turn.

==> FUN: 4
Basically, you get a free Corpse Dance each turn and you get to pick the creature instead of being stuck with what's on top. If you use Bottle Gnomes, like in the old Gnome-Dance decks, you'll cancel out the loss of life and you can sacrifice the Gnomes before end of turn so you won't have to remove them from the game. Still, Dawn of the Dead isn't nearly as useful as Corpse Dance, because Corpse Dance is an instant and you'll usually want to block with the Gnomes, which you can't do if they're only in play during your own turn. Dawn of the Dead is also vulnerable to Disenchant effects. All of this means you'll have to play fast and big creatures with Dawn of the Dead to win fast so your opponent won't get a chance to stop you in time or mount a counterattack. But in that case, I'd rather use Twilight's Call or Living Death to animate all my creatures immediately.

--
Faceless Butcher C, Creature - Nightmare Horror, 2BB, 2/3
When Faceless Butcher comes into play, remove target creature other than Faceless Butcher from the game.
When Faceless Butcher leaves play, return the removed card to play under its owner's control.

==> FUN: 4
It has possibilities with your own Ravenous Rats or Thalakos Seer to reuse comes-into-play or leaves-play abilities. Also, if you have a Soul Warden in play and three Faceless Butchers in hand, you can get as much life as you want. Play the first one, the second one removes the first one from the game and the third one removes the second one from the game, which makes the first one come back (and you gain 1 life). The first one removes the third one from the game, bringing the second one back and so on. Not very practical maybe, although with Pack Hunt... Of course Faceless Butcher's main use is as a temporary version of Nekrataal. On the plus side, it can remove black creatures, but if your opponent can get rid of your Butcher, it'll only have delayed him. Even a 2/3 black creature isn't too hard to get rid of ever since Invasion block brought us Recoil, Terminate and Vindicate. That means I wouldn't use Faceless Butcher in just any deck, except perhaps against Call of the Herd and Beast Attack, because those will stay gone. A deck Faceless Butcher could work in is a counter/discard deck. That way, you have a good shot at keeping Faceless Butcher in play. A deck with Mother of Runes, Devoted Caretaker and a few flagbearers may work as well.

--
Gloomdrifter U, Creature - Minion, 3B, 2/2
Flying
Threshold - When Gloomdrifter comes into play, nonblack creatures get -2/-2 until end of turn.

==> FUN: 3
By the time you'd normally reach threshold, two toughness creatures shouldn't be your biggest worry anymore. Still, in a threshold deck this could be a good way of getting rid of a weenie horde, especially ones with protection from black.

--
Gravegouger C, Creature - Nightmare Horror, 2B, 2/2
When Gravegouger comes into play, remove up to two target cards in a single graveyard from the game.
When Gravegouger leaves play, return the removed cards to their owner's graveyard.

==> FUN: 2
Gravegouger is a somewhat useful hoser against graveyard strategies, but it dies too easily to have much effect. Sure, it gets rid of flashback cards, but while it's in play, it won't be able to attack or block much, because there's always the risk of a Giant Growth. At that point I'd rather have a Cremate, because it at least gets me a card back and I don't have to worry about Shocks.

--
Grotesque Hybrid U, Creature - Zombie, 4B, 3/3
Whenever Grotesque Hybrid deals combat damage to a creature, destroy that creature. It can't be regenerated.
Discard a card from your hand: Grotesque Hybrid gains flying and protection from green and from white until end of turn.

==> FUN: 4
Grotesque Hybrid leaves the impression of an expensive 3/3 with an ability that makes it hard to block and a discard ability that makes it even harder to block. There's more to it than that, though. It's actually a strong blocker against green decks, because it kills everything it damages, including regenerating creatures and at the cost of discarding a card, green won't be able to get rid of it, period. It's almost as useful against white, except white doesn't pose as big a threat these days and white has a lot of protection from black creatures, which can get past it. Five mana is a bit much to pay for a blocker, but it is a very good one, so it could be the sideboard card of choice.

--
Hypnox R, Creature - Nightmare Horror, 8BBB, 8/8
Flying
When Hypnox comes into play, if you played it from your hand, remove all cards in target opponent's hand from the game.
When Hypnox leaves play, return the removed cards to their owner's hand.

==> FUN: 5
What's not to like? Well, apart from the 8BBB to cast it. It's a good thing the ability only works when you play it from your hand, otherwise this would have been the perfect card to reanimate. Turn one Entomb Hypnox, turn two Death and you've pretty much won. What is any player going to do against an 8/8 flyer with no cards in his hand? Topdeck Chainer's Edict perhaps, but that'll require a lot of topdecking skill to do it in time. 11 Mana is a bit steep to actually play Hypnox the hard way, but it's certainly worth trying. With Bubbling Muck you can do it with seven lands in play. With Dream Halls you can even do it for free, which is probably why Dream Halls is banned.

--
Ichorid R, Creature - Horror, 3B, 3/1
Haste
At end of turn, sacrifice Ichorid.
At the beginning of your upkeep, if Ichorid is in your graveyard, you may remove a black creature card in your graveyard other than Ichorid from the game. If you do, return Ichorid to play.

==> FUN: 3
I don't like creatures that I have to sacrifice at end of turn. If you treat Ichorid as an ordinary creature, it's just a bad version of Barrow Ghoul. You need a creature in your graveyard every turn to feed it. Sure, Ichorid will shrug off most forms of removal, but it won't keep you alive if you need a blocker either. So, Ichorid has to be treated as a free creature once you get it into your graveyard with a few black creatures. That won't be too easy, though. Buried Alive won't cut it to get a big Ichorid attack going. Tolarian Winds won't do much better. What you really need is Traumatize. On average, you'll get two Ichorids in your graveyard and enough black creature cards to keep them attacking for a few turns. It probably isn't really worth it, though. So far, black hasn't done too well with threshold, flashback and madness and that would be the best deck for a card like this. It may also work to feed Braids in a Braids deck.

--
Insidious Dreams R, Instant , 3B
As an additional cost to play Insidious Dreams, discard X cards from your hand.
Search your library for X cards. Then shuffle your library and put those cards on top of it in any order.

==> FUN: 2
Not a bad idea for a card, but it's completely neutered by the cost. Compare it to a Vampiric Tutor. Insidious Dreams costs 3 mana and a card extra, but you don't have to pay 2 life. Big whoop. Sure, you have the option of tutoring for several cards at a time, but how useful is it to have those cards several cards deep in your library when you really want them now? And what if your opponent plays something like Portent and uses it to shuffle your library? The only way I could see Insidious Dreams get used is in some elaborate combo deck which needs several specific cards and has a way to quickly draw them, like Yawgmoth's Bargain.

--
Laquatus's Champion R, Creature - Nightmare Horror, 4BB, 6/3
When Laquatus's Champion comes into play, target player loses 6 life.
When Laquatus's Champion leaves play, that player gains 6 life.
B: Regenerate Laquatus's Champion.

==> FUN: 4
This is easily the strongest of the nightmares so far. Lifeloss isn't the most interesting use for the nightmare mechanic, but it certainly gets the job done. Cheap regeneration means Laquatus's Champion isn't going to die to the first Elephant token that blocks it, so the life it stole is reasonably safe. As a bonus, you can use Laquatus's Champion as a killing blow against Worship decks.

--
Last Laugh R, Enchantment , 2BB
Whenever a permanent other than Last Laugh is put into a graveyard from play, Last Laugh deals 1 damage to each creature and each player.
When no creatures are in play, sacrifice Last Laugh.

==> FUN: 2
Last Laugh is a bit like Pestilence without the ability to activate it. The effect could be quite powerful if you can trigger a chain reaction by destroying a permanent, causing Last Laugh to kill a 1 toughness creature, causing it to kill a 2 toughness creature etc. A nifty effect, but only if your opponent has enough creatures to pull it off. It also works well with Armageddon. Last Laugh's biggest problem, though, is that it damages you as well. So, to pull it off safely, you need some protection, like Urza's Armor, Last Laugh and a way to trigger a big boom, like Armageddon. That's a three card combo, so I don't see it happening yet. A big thumbs down for Last Laugh, because it could easily give the last laugh to your opponent. Big fun in multiplayer, though.

--
Mesmeric Fiend C, Creature - Nightmare Horror, 1B, 1/1
When Mesmeric Fiend comes into play, target opponent reveals his or her hand and you choose a nonland card from it. Remove that card from the game.
When Mesmeric Fiend leaves play, return the removed card to its owner's hand.

==> FUN: 4
A 1/1 dies without too much trouble, but Mesmeric Fiend allows you to snatch the Shock out of your opponent's hand before he has a chance to use it. Well, that's not completely true, if he has mana open, he can play the Shock on the Fiend in response to its comes-into-play ability going on the stack. Mesmeric Fiend beats Ravenous Rats as long as it's in play, so in decks that can protect it, it's a cheap Coercion. With madness and Dodecapods all over the place, Ravenous Rats aren't as good as they used to be either, so Mesmeric Fiend is very much worth trying out instead. Assuming Mesmeric Fiend doesn't turn out to have the same "if you played it from your hand" wording as Hypnox, it may also be a good candidate for a Twilight's Call deck. Get that Wrath of God out of your opponent's hand before he has a chance to cast it and clear the board of your freshly risen army.

--
Mind Sludge U, Sorcery , 4B
Target player discards a card from his or her hand for each swamp you control.

==> FUN: 3
I think you'll rarely have much use for this. You need at least 4 Swamps in play and your opponent 4 cards in hand before this is better than Fugue, which wasn't all that good to begin with. On top of that, you'll help your opponent reach threshold and madness cast a few cards. Control decks will likely have enough cards in hand to make it worth playing Mind Sludge, but they'll also usually have counterspells, so Mind Sludge isn't likely to get through anyway.

--
Mortal Combat R, Enchantment , 2BB
At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.

==> FUN: 4
Like Battle of Wits and Chance Encounter, Mortal Combat looks like it's mostly a challenge for casual deck designers. Getting twenty creature cards in your graveyard seems like a job and a half. Even a 25 card Traumatize isn't likely to get you there, so you either need a 100 card deck or a combo deck with Hermit Druid and no basic lands. That could actually be pretty strong if you back it up with Living Death and Survival of the Fittest. But would you really need Mortal Combat in a deck like that? Just a few huge creatures will do the trick as well, especially if you use four Laquatus's Champions to steal 24 life when you cast Living Death.

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Mortiphobia U, Enchantment , 1BB
1B, Discard a card from your hand: Remove target card in a graveyard from the game.
1B, Sacrifice Mortiphobia: Remove target card in a graveyard from the game.

==> FUN: 1
It can be a useful effect, but it's way too expensive. Compared with Morningtide, Mortiphobia is seriously weak and not even splashable.

--
Mutilate R, Sorcery , 2BB
All creatures get -1/-1 until end of turn for each swamp you control.

==> FUN: 4
It's almost a black Wrath of God. In an all-Swamp black deck, it'll be at least -4/-4 by the time you cast it, which will get rid of most of the creatures in play. For extra fun, add a few Nightmares (the card, not the creature type). With something like a Bad Moon in play, your Nightmares will be one of the few creatures that can survive a Mutilate, no matter how many Swamps you control. It's too bad black generally doesn't do control very well and it's not easy to splash blue for counterspells and still have enough Swamps in the deck.

--
Nantuko Shade R, Creature - Insect Shade, BB, 2/1
B: Nantuko Shade gets +1/+1 until end of turn.

==> FUN: 3
Nantuko Shade is way too undercosted for my liking. You have to wonder why a card like Frozen Shade costs 3 mana for a 0/1, yet Nantuko Shade gets two extra power for one less mana. Frozen Shade wasn't very good, so a beefed-up version is a good thing, but this is too much. It may still not be good enough to make it in tournaments, because it ties up too much mana you could be using to cast additional spells, but in casual play this could get very big. I'm also rather annoyed at the obvious attempt at cashing in by Wizards of the Coast here. Frozen Shade is common, but make it cheaper and bigger and it's suddenly a rare? Please. Of course, I could just be annoyed because I recently bought a few Andradite Leeches, which are a lot worse than Nantuko Shade. Oh well, you win some, you lose some.

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Organ Grinder C, Creature - Zombie, 2B, 3/1
T, Remove three cards in your graveyard from the game: Target player loses 3 life.

==> FUN: 3
A 3/1 for three mana isn't bad for black. It's even a zombie, so it could be a good addition to an aggressive Lord of the Undead based zombie deck. The tap ability means that, at the cost of three cards in your graveyard, it can't be blocked and the damage is unpreventable this turn. A nice extra.

--
Psychotic Haze C, Instant , 2BB
Psychotic Haze deals 1 damage to each creature and each player.
Madness 1B

==> FUN: 2
Even the madness mechanic can't save Psychotic Haze from doing too little for too much mana. Madness works better on cards that are less situational than Psychotic Haze is.

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Putrid Imp C, Creature - Zombie Imp, B, 1/1
Discard a card from your hand: Putrid Imp gains flying until end of turn.
Threshold - Putrid Imp gets +1/+1 and can't block.

==> FUN: 3
That's not too bad, compared to Bog Imp, which seems to be the standard for black weenie flyers without drawbacks like loss of life. It's not good enough compared to Carnophage and Sarcomancy, though.

--
Rancid Earth C, Sorcery , 1BB
Destroy target land.
Threshold - Instead destroy that land and Rancid Earth deals 1 damage to each creature and each player.

==> FUN: 4
Once you reach threshold, it's a cheap Devastate. Of course, by the time you reach threshold, you should already have gotten rid of any mana bugs like Birds of Paradise, so I doubt the threshold ability will be all that useful, but Rancid Earth is still strictly better than Rain of Tears, if the spoiler is correct. Rancid Earth is a solid addition to any black land destruction deck. And it's a common, so getting four should be dead easy.

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Restless Dreams C, Sorcery , B
As an additional cost to play Restless Dreams, discard X cards from your hand.
Return X target creature cards from your graveyard to your hand.

==> FUN: 4
I doesn't work as a quick way to reach threshold, because you'll need X targets to be able to cast it. Not that anybody would be *that* desperate to reach threshold. Restless Dreams looks like it works best when you cast it late in the game with plenty of creatures in your graveyard and lots of spare lands and flashback/madness cards in your hand. Paying madness costs shouldn't be too hard either, because Restless Dreams only costs one mana. It could well turn out to be a bad card, but I can just see myself casting this to get two Ravenous Rats and three Yavimaya Elders back into my hand. That should undo some of the card disadvantage.

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Sengir Vampire R, Creature - Vampire, 3BB, 4/4
Flying
Whenever a creature dealt damage by Sengir Vampire this turn is put into a graveyard, put a +1/+1 counter on Sengir Vampire.

==> FUN: 1
A rare reprint. Oh joy. I suppose it was inevitable after Serra Angel returned as a rare, but that doesn't make it ok. Nothing bad about Sengir Vampire, because it's a nice creature, but I'm not looking forward to opening up a rare I already own from the time it was still an uncommon, instead of something new.

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Shade's Form C, Enchant Creature , 1BB
Enchanted creature has "B: This creature gets +1/+1 until end of turn."
When enchanted creature is put into a graveyard, return that creature to play under your control.

==> FUN: 3
Could be good on a second turn Ravenous Rats. If your opponent kills the Rats, he'll have to discard another card. If he doesn't, he has to deal with a 5/5 on turn four. Either way, he has a problem. Note that Shade's Form also offers the possibility of gaining control of one of your opponent's creatures. Sure, you'll have to kill it first, but if you could get your hands on a Spiritmonger that way, it'd be worth it.

Shade's Form enchanting an Iridescent Drake could be fun, but it probably doesn't do anything. After the Iridescent Drake/Abduction combo, where you'd sacrifice an Iridescent Drake, enchanted by an Abduction, to an Altar of Dementia and the Abduction caused the Drake to come back into play and the Drake's comes-into-play ability returned the Abduction to it so you could do it all over again, at least one of these cards was reworded to only work when played from your hand. I don't remember which one, but if it was Iridescent Drake, the Shade's Form/Iridescent Drake combo won't work. Otherwise, though, it creates the same potential for a combo deck all over again.

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Shambling Swarm R, Creature - Horror, 1BBB, 3/3
When Shambling Swarm is put into a graveyard from play, distribute three -1/-1 counters among one, two, or three target creatures. Remove those counters at end of turn.

==> FUN: 5
I seem to remember Bounty of the Hunt being reworded to get rid of counters that evaporate at end of turn. Maybe the wording on the spoiler isn't exactly what it says on Shambling Swarm. Either way, this looks like a winner. A 3/3 for four mana is ok as it is, but when it dies it can take up to four creatures with it. Trade for another creature in combat and spread the counters among 1 toughness creatures. Not that your opponent is likely to have three of those available, but the potential is there. Shambling Swarm also nicely neutralizes a Call of the Herd. Block and kill one token and put three counters on the other one, killing it.

--
Sickening Dreams U, Sorcery , 1B
As an additional cost to play Sickening Dreams, discard X cards from your hand.
Sickening Dreams deals X damage to each creature and each player.

==> FUN: 1
The card disadvantage is just too big. Sure, you can use it to clear the board, but that's likely to cost you at least 3 or 4 cards. There are better ways of doing that, like Mutilate.

--
Slithery Stalker U, Creature - Nightmare Horror, 1BB, 1/1
Swampwalk.
When Slithery Stalker comes into play, remove target green or white creature an opponent controls from the game.
When Slithery Stalker leaves play, return the removed card to play under its owner's control.

==> FUN: 1
Compared to Faceless Butcher, Slithery Stalker is just plain bad. For one more mana, Faceless Butcher has +1/+2 and can be used on any creature, not just green and white ones.

--
Soul Scourge C, Creature - Nightmare Horror, 4B, 3/2
Flying.
When Soul Scourge comes into play, target player loses 3 life. When Soul Scourge leaves play, that player gains 3 life.

==> FUN: 2
Soul Scourge compares badly to Laquatus's Champion, because it's so much smaller and it takes just a Shock to kill. The flying makes up for that a little, but it's still not a good card.

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Strength of Lunacy U, Enchant Creature , 1B
Enchanted creature gets +2/+1 and has protection from white.
Madness B

==> FUN: 4
Strength of Lunacy beats Strength of Isolation because of the extra power. The protection from white can come in handy against Second Thoughts if you can find a way to discard it at instant speed. With a Wild Mongrel in play, you can madness cast Strength of Lunacy on it for a 5/4 with protection from white until end of turn. That's pretty good, even if it does use a creature enchantment.

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Unhinge C, Sorcery , 2B
Target player discards a card from his or her hand.
Draw a card.

==> FUN: 3
Mind Ravel, but now as a real cantrip. Not a bad card, but very risky in the current type 2, for obvious reasons. In casual play it generally doesn't do enough to be worth adding to a deck, because your opponent is likely to have some useless or semi-useless cards in hand to discard to it. Still, it's card advantage and coupled with other discard, like Ravenous Rats, it'll start to hurt your opponent eventually. It doesn't come close to beating Stupor, though.

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Waste Away C, Instant , 4B
As an additional cost to play Waste Away, discard a card from your hand.
Target creature gets -5/-5 until end of turn.

==> FUN: 1
Waste Away is going to be wasting away in a lot of people's commons boxes. Why would anyone want to pay five mana and a card to do something Terminate does much better for two mana? It'll probably get played in sealed tournaments, though. Almost any removal is good in sealed.

--
Zombie Trailblazer U, Creature - Zombie, BBB, 2/2
Tap an untapped Zombie you control: Target land becomes a swamp until end of turn.
Tap an untapped Zombie you control: Target creature gains swampwalk until end of turn.

==> FUN: 4
A nice addition for a fun zombie deck. The obvious use is to make your best creatures unblockable, but it can also be used as a soft mana lock against non-black decks. If you have enough zombies in play, you can turn all your opponent's lands into swamps during his upkeep to stop him from casting sorcery speed spells. That may not sound like a viable strategy, but if you play a zombie on your first turn and one on your second turn, a third turn Zombie Trailblazer allows you to turn all three of your opponent's lands into swamps.

 
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