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A Complete Review of Scourge (white)


1. Ageless Sentinels 3W rare
Creature - Wall 4/4
Flying.
When Ageless Sentinels blocks, it becomes creature type Giant Bird (this effect doesn't end at end of turn).

==> FUN: 3
Ageless Sentinels has the same basic idea as Elder Land Wurm, only more playable. Interesting, but it'll be no more than a big wall most of the time. No smart player will attack you with Ageless Sentinels in play, unless he or she has a way to get rid of it. A good choice for any wall-decks, though.

--
2. Astral Steel 2W common
Instant
Target creature gets +1/+2 until end of turn.
Storm

==> FUN: 3
Astral Steel isn't the best possible use for Storm, but it can still come as a nasty surprise to your opponent if you and your opponent have already played a few spells this turn.

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3. Aven Farseer 1W ???
Creature - Bird Soldier 1/1
Flying
When a creature is turned face up put a +1/+1 counter on Aven Farseer.

==> FUN: 4
In the right deck, Aven Farseer can easily become a 4/4 flier if your opponent doesn't deal with it quickly.

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4. Aven Liberator 2WW common
Creature - Bird Soldier 2/3
Flying
Morph 3W
When Aven Liberator is turned face up, target creature you control gains protection from the color of your choice until end of turn.

==> FUN: 3
Four mana is a bit much for the effect, but it's always nice to be able to save one of your creatures without it costing you a card.

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5. Daru Spiritualist 1W common
Creature - Cleric 1/1
Whenever a Cleric becomes the target of a spell or ability, it gets +0/+2 until end of turn.

==> FUN: 3
In a cleric deck, Daru Spiritualist will make burn players sweat, but to get maximum use out of it, you need a cheap, repeatable way to target your clerics. The en-Kors from Stronghold come to mind, which can target your creatures without mana cost. Effectively, all your clerics will have infinite toughness.

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6. Daru Warchief 2WW uncommon
Creature - Soldier 1/1
All soldiers get +1/+2.
All soldiers cost 1 less to play.

==> FUN: 5
Daru Warchief looks expensive for a 1/1 at first glance, but because it's a soldier itself, it's effectively a 2/3. Daru Warchief should be a real boost to soldier decks. It may not be as cheap a lord as Lord of Atlantis or even Goblin King, but the extra toughness makes up for that a bit. Making soldiers cheaper to cast shouldn't be all that useful anymore by the time you get the four mana to get Daru Warchief into play, because most good soldier cards are pretty cheap already, but it'll help you keep mana open to use your soldiers' abilities.

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7. Dawn Elemental WWWW rare
Creature - Elemental 3/3
Flying
Prevent all damage that would be dealt to Dawn Elemental.
It was midnight on the Daru Plains, yet it seemed the sun was rising.

==> FUN: 4
Dawn Elemental looks like a strong creature with its damage immunity. Red and green especially will have a hard time dealing with it. Red because it can't be burned and green because it flies and is even immune to Hurricane.

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8. Decree of Justice XX2WW rare
Sorcery
Put X 4/4 white Angel creature tokens with flying into play.
Cycling 2W. When you cycle Decree of Justice, you may pay X. If you do, put X 1/1 white Soldier creature tokens into play.

==> FUN: 5
From 10 mana on, Decree of Justice becomes ridiculously strong. It's hard enough to deal with big fliers as it is, but three or more of them at once will make your opponent wish for a Wrath of God. But that's not all! If you don't have enough mana yet, you can cycle it away at the end of your opponent's turn and get a few 1/1 soldiers as a bonus. With a Daru Warchief in play, those tokens are nothing to sneeze at.

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9. Dimensional Breach 5WW rare
Sorcery
Remove all permanents from the game. As long as any of those cards remain removed from the game, at the beginning of each player's upkeep, that player returns one of the removed cards he or she owns to play.

==> FUN: 4
Dimensional Breach is a good way to stall if you're waiting for more mana, but at seven mana, you're not exactly manascrewed. It seems annoying to get rid of your opponent's threats, only to see them come back one at a time. Even worse, your opponent gets his best permanent back before you do. Dimensional Breach triggers comes-into-play and leaves-play abilities, which makes it fun in combination with a lot of cantrip creatures.

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10. Dragon Scales 1W ???
Enchant Creature
Attacking does not cause enchanted creature to tap.
Enchanted creature gets +1/+2.
When a creature with a converted mana cost of 6 or more comes into play, you may return Dragon Scales from your graveyard to play enchanting that creature.

==> FUN: 4
The word overkill springs to mind. Any creature with six or more casting cost shouldn't need an extra +1/+2. Still, Dragon Scales has potential, because it's reusable (a bit like Rancor) and because it combos well with graveyard-fillers like Traumatize. First Traumatize yourself, then cast Animate Dead on the biggest creature in your graveyard and it'll become even bigger with a few Dragon Scales on it.

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11. Dragon Stalker 4W uncommon
Creature - Bird Soldier 3/3
Flying, protection from dragons

==> FUN: 2
Dragon Stalker is a useful sideboard card against dragon decks, but apart from that, it's worse than the good white fliers (Serra Angel, Dawn Elemental etc.)

--
12. Eternal Dragon 5WW rare
Creature - Dragon Spirit 5/5
Flying
3WW: Return Eternal Dragon from your graveyard to your hand. Play this ability only during your upkeep.
Plainscycling 2

==> FUN: 5
The name Eternal Dragon sounds a bit Dragonball Z-ish to me, but other than that, there's nothing not to like about this card. It's a big, though somewhat expensive, flier, that will force your opponent to use drastic measures to get rid of it. The mana cost of Eternal Dragon is also somewhat less painful because of the plainscycling. As soon as you have four mana available, you can start to cycle Eternal Dragon and buying it back until you have seven lands. At that point, you can just cast it.

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13. Exiled Doomsayer 1W rare
Creature - Cleric 1/2
Morph costs 3 more to play.

==> FUN: 1
A strong morph hoser it may be, but Exiled Doomsayer is no more than that. For a rare, that just isn't good enough.

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14. Force Bubble 2WW rare
Enchantment
If damage would be dealt to you, put a depletion counter on Force Bubble instead for each point of damage that would be dealt. If Force Bubble has four or more depletion counters on it, sacrifice Force Bubble. At end of turn, remove all depletion counters from Force Bubble.

==> FUN: 3
Force Bubble isn't going to hold back an army of creatures for long, but it can come in handy in a white-red deck if you're playing a lot of spells that hurt you as well as your opponent (Earthquake, Orcish Cannoneers, Fireslinger, etc.)

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15. Frontline Strategist W common
Creature - Soldier 1/1
Morph W. When Frontline Strategist is turned face up, prevent all non-Soldier combat damage that would be dealt this turn.

==> FUN: 4
In a soldier deck, Frontline Strategist is a one-sided Fog that can completely change the outcome of a combat. Suddenly, you and your creatures are safe, but your opponent's creatures aren't.

--
16. Gilded Light 1W uncommon
Instant
You can't be the target of spells or abilities until end of turn.
Cycling 2

==> FUN: 3
Gilded Light is roughly equivalent to a limited Counterspell (Counter target spell or ability that targets you.) It's a useful surprise against cards like Hymn to Tourach or Traumatize, but it's mostly a good surprise against those 20-point Fireballs. Because Gilded Light has cycling, it's playable in the main deck.

--
17. Guilty Conscience W common
Enchant Creature
Whenever enchanted creature deals combat damage, Guilty Conscience deals to enchanted creature damage equal to the combat damage dealt.

==> FUN: 2
A limited, cheaper Repentance. A creature enchanted by Guilty Conscience can still attack or block one more time. Or, Guilty Conscience can be neutralized in any number of ways, from Disenchant, to a way to boost the enchanted creature's toughness or by regenerating the creature.

--
18. Karona's Zealot 4W uncommon
Creature - Cleric 2/5
Morph 3WW
When Karona's Zealot is turned face up, all damage that would be dealt to it this turn is instead dealt to target creature.

==> FUN: 4
Very sneaky. If your opponent attacks with something huge, block with Karona's Zealot and morph it to redirect the damage to the attacking creature. A good way to get rid of an attacker, without spending a card to do it. Karona's Zealot is a bit expensive to morph, though.

--
19. Noble Templar 5W common
Creature - Cleric Soldier 3/6
Attacking doesn't cause Noble Templar to tap.
Plainscycling 2

==> FUN: 3
Nice card for decks with Stasis or Smoke. It's very easy to splash as well. If you don't have white mana available, you can just cycle it to get a Plains and cast the next one. Not a particularly powerful card, but the six toughness allows it to block a lot of the big creatures out there.

--
20. Rain of Blades W uncommon
Instant
Rain of Blades deals 1 damage to each attacking creature.

==> FUN: 1
A white reprint of Sandstorm.

--
21. Recuperate 3W common
Instant
You gain 6 life; or prevent the next 6 damage that would be dealt to target creature this turn.

==> FUN: 2
A double Healing Salve at four times the cost. Healing Salve is usually more than enough to save your creature, so Recuperate isn't worth it.

--
22. Reward the Faithful W common
Instant
Any number of target players gain life equal to the highest converted mana cost among permanents you control.

==> FUN: 3
Not very strong, but in multiplayer (especially Emperor style), it's a fitting card with a fitting name.

--
23. Silver Knight WW uncommon
Creature - Knight 2/2
First strike, protection from red
Otaria's last defense against the wave of chaos threatening to engulf it.

==> FUN: 4
The anti-red version of White Knight. It may even be more useful, if that's possible, because red has no easy way to get rid of Silver Knight, whereas black has a few ways to get rid of Black Knight (Diabolic Edict, Massacre).

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24. Trap Digger 3W rare
Creature - Soldier 1/3
2W, Tap: Put a trap counter on target land you control.
Sacrifice a land with a trap counter on it: Trap Digger deals 3 damage to target attacking creature without flying.

==> FUN: 3
It's too bad Trap Digger needs to be in play for the traps to work or you could set up a strong defense. As it is, Trap Digger can easily turn out to be a big waste of mana when it gets bolted out of existence.

--
25. Wing Shards 1WW uncommon
Instant
Target player sacrifices an attacking creature.
Storm

==> FUN: 4
A white, and thus limited, version of Diabolic Edict. As white removal goes, Wing Shards is pretty decent. The fact that it has the potential to copy itself a few times is just gravy. It certainly isn't very reliable, because you're forced to play Wing Shards during your opponent's turn, so you're stuck playing other instants first or hope your opponent plays a spell before he attacks, which most players won't do, because it takes away some of the threat of combat tricks.

--
26. Wipe Clean 1W common
Instant
Remove target enchantment from the game.
Cycling 3

==> FUN: 3
Erase, with added cycling. I like Erase, because it has saved me from many a Rancor, but there are enough annoying artifacts around that I'd rather use Disenchant.

--
27. Zealous Inquisitor 2W common
Creature - Cleric 2/2
1W: The next time 1 damage would be dealt to Zealous Inquisitor this turn, that damage is dealt to target creature instead.

==> FUN: 4
For two mana, Zealous Inquisitor prevents 1 damage to itself and pings one of your opponent's creatures. A good combat threat as long as you have enough mana open and a nice addition to decks that rely on cards like Steam Blast and Earthquake for removal.

 
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