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8.10.2008

Eventide Lieges

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As promised in the last post here, I will be reviewing the Lieges of the recently released set of Eventide. I was thinking of providing fresh Shards of Alara art spoilers but hey . . a promise is a promise and you will have to wait until next post for that.
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The Eventide Lieges are all Rare creature cards and have a 'Colour Matters' Theme just like the Shadowmoor Lieges. Unlike Shadowmoor, these cards have a varied cost of 1, 2 or 3 colourless mana and 3 hybrid mana (this may be paid in either of the two colours indicated.

The Eventide Liege cards have two separate abilities while they're in play that each check for a certain color. If a card matches both colours, both of those abilities will "work". Specifically, the Shadowmoor Liege cards will 'pump' creatures in play of one colour by +1/+1 and +1/+1 again for other creatures of the specified colour. Of course, if a creature is both colours (read : HYBRID), one obtains a double boost. In addition to this, the Eventide Lieges also have an additional third (or fourth !) ability specific to the individual Liege . . . let's have a look.
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Balefire Liege
2 {R/W}{R/W}{R/W}
Creature - Spirit Horror
2/4
Other red creatures you control get +1/+1. / Other white creatures you control get +1/+1. / Whenever you play a red spell, Balefire Liege deals 3 damage to target player. / Whenever you play a white spell, you gain 3 life.
This is a great timmy-like effect without a tap and some really decent life-gain for the cost of this Liege spell.

Creakwood Liege
1 {B/G}{B/G}{B/G}
Creature - Horror
2/2
Other black creatures you control get +1/+1. / Other green creatures you control get +1/+1. / At the beginning of your upkeep, you may put a 1/1 black and green Worm creature token into play.
This Liege, from what I have heard is on many players 'must have' list for the Eventide set. First of all - this card has least expensive mana cost among the Eventide Lieges AND you get token which IMMEDIATELY become 3/3 critters as long as the Liege is in play . . . VERY sweet !

Deathbringer Liege
2 {W/B}{W/B}{W/B}
Creature - Horror
3/4
Other white creatures you control get +1/+1. / Other black creatures you control get +1/+1. / Whenever you play a white spell, you may tap target creature. / Whenever you play a black spell, you may destroy target creature if it's tapped.
This Liege provides an absolutely solid argument for stacking your deck with hybrid white / black spells. Although I am not very keen on the artwork, this card provides a solid one-two slam on a hybrid spell that is sure to have your opponents board clear.

Mindwrack Liege
3 {U/R}{U/R}{U/R}
Creature - Horror
4/4
Other blue creatures you control get +1/+1. / Other red creatures you control get +1/+1. / Pay {U/R}{U/R}{U/R}{U/R} You may put a blue or red creature card from your hand into play.
This card appears to be a bit overpriced in my opinion. The only way I could see myself playing this in a deck is if I had a LOT of fairly expensive creatures . . . the jury is still out on this one.

Murkfiend Liege
2 {G/U}{G/U}{G/U}
Creature - Horror
4/4
Other green creatures you control get +1/+1. / Other blue creatures you control get +1/+1. / Untap all green and/or blue creatures you control during each other player's untap step.
This Liege offers a fairly decent 'vigilance' effect for your green and/or blue critters. This particular Liege also does not maintain the same enemy-hybrid rigidity as some of the other Lieges demand.
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Similarly, the Eventide Auras Cycle checks the enchanted creature's colours and provides a +1/+1 boost (or MORE !) to a creature's strength and toughness for each of the two specified colour. Each enchantment is a Common and also provides a nifty ability. The mana cost to play these enchantments vary however.

Clout of the Dominus {U/R}
As long as enchanted creature is blue, it gets +1/+1 and has shroud. (It can't be the target of spells or abilities.) / As long as enchanted creature is red, it gets +1/+1 and has haste.
Great mana cost for a solid +2/+2 hybrid pump and two great abilities.

Edge of the Divinity {W/B}
As long as enchanted creature is white, it gets +1/+2. / As long as enchanted creature is black, it gets +2/+1.
This aura differs from the other by giving a whopping +3/+3 hybrid pump. This is offset by not providing any further abilities.

Favor of the Overbeing 1 {G/U}
As long as enchanted creature is green, it gets +1/+1 and has vigilance. As long as enchanted creature is blue, it gets +1/+1 and has flying.
Another decent aura with the traditional abilities of vigilance for green and flying for blue.


Gift of the Deity 4 {B/G}
As long as enchanted creature is black, it gets +1/+1 and has deathtouch. (Whenever it deals damage to a creature, destroy that creature.) As long as enchanted creature is green, it gets +1/+1 and all creatures able to block it do so.
This is a really sweet aura - not only does it push lethal damage, it will also force your opponents critters to line up for it !

Scourge of the Nobilis 2 {R/W}
As long as enchanted creature is red, it gets +1/+1 and has "{R/W} : This creature gets +1/+0 until end of turn."
As long as enchanted creature is white, it gets +1/+1 and has lifelink.
This is also a decent aura and should be considered for those players with decks that go into a later game.


Again - stay tuned next post for a bunch of very cool Alara Art spoilers.

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