So, after done all five colours in Journey Into Nyx, there are only a handfull of cards to look at – artifacts, multicoloured/gold cards and lands. Since there’s so few, it makes sense just to cover all of them. For the most part, they nearly all have some strong merits for play in various formats, with the exception of the artifacts, which I feel are very limited-only as far as playability goes.
GOLD
Journey Into Nyx has a cycle of Gold cards, in colour combinations matching the five gods in the same set. I’ve already covered said Gods, as well as the gold Planeswalker Ajani, so I’ll just cover the five that are left.
First up is Desperate Stand. At a Red and a White to cast, as well as a Red and a White mana gain for each Strive target, this card has some very specific mana requirements. It’s also a sorcery, so you can’t use it as a combat trick, either.
Still, being able to give anywhere between one creature and your entire board +2/+0, first strike and vigilance is no small bonus. Clearly this card is meant to push Red White heroic. Not only will this trigger all your guys, it will ensure they either get through, trade really well or survive long enough for blocking. That being said, I still feel the mana requirements are going to give this card very restricted play. Red White heroic decks have a low curve with less lands as a result, where as this card asks that you have a very stable mana base.
In summary: This will get used to target a few creatures in limited and may see fringe play in Standard, but I’m not hopeful.
If you want something more playable, Disciple of Deceit may provide a more satisfying answer. At 2 CMC – one black mana and one blue – for a 1/3 it’s not bad on the vanilla scale. As Inspired abilities go, being able to transmute something in your hand is always favourable.
Getting the most out of this card does, however, require some careful deckbuilding. It encourages you to favour cards of the same mana cost. For instance, if you want to ensure you can always find that Hero’s Downfall, you need to ensure you have plenty of 3-drops to act as potential tutors. It’s definitely useful, but whether this is possible or not will dictate just how aggressive this card is. Yet, as far as limited formats go, getting any sort of answer when you need it will make this card a high pick if you’re in the colours. Is it first-pickable? I’m really not sure.
Hey, do you know what Blue-Green needs? A flash creature! Sarcasm aside, I think Fleetfeather Cockatrice has plenty of potential. A 3/3 flyer at five mana is still payable, and the deathtouch ability goes it plenty of options. It’s a decent blocker and it can swing in knowing it’s likely going to trade well.
Being able to cast it with Flash is really more of a bonus but if there is one combination of abilities I like, its flying and deathtouch. Unless you have first strike/double strike, Fleetfeather Cockatrice really has nothing to fear. As for its Monstrous ability, I again think that’s an added bonus. 3 +1/+1 counters are great but the price of 7 mana is a hefty toll. Still, that would give you a 6/6 in the air so, if its get to the late game, you can up the stakes on your side. Will this see play outside limited? I hope so, because blue/green flash is strong and if there is space in that sort of deck, this is the kind of card people may want.
Next up is Black and Green with a very strong 3-drop. Nyx Weaver is a 2/3 with Reach, which gets through the vanilla test. That said, I’m sure most people would prefer a spider with deathtouch and reach, but this isn’t want Nyx Weaver is for.
Black and Green have seen plenty of cards focused on the graveyard lately, from cards that put fodder into the bin to cards that gain boosts based on the ‘yard. There’s also Pharika, which can convert cards form your graveyard into tokens. If this is what you’re after, Nyx Weaver may be perfect. The top 2 cards each turn will go straight to the graveyard with Nyx Weaver, which is great. Is it fast enough? There are many cards that do it better, but Weaver offers a stable way to boost the graveyard up each and every turn.
On the matter of 2/3’s, Stormchaser Chimera is a 2/3 flyer for 4 mana. It’s not a bad card on its own, but it fills a different niche from Nyx Weaver and one I don’t think is as popular. We’ve seen a handfull of cards already that care about scrying and they haven’t been that effective so far. Sure, they’re powerful in the limited arena but it’s not enough to make them constructed playable.
Furthermore, it’s a big mana cost for the gains you’re looking at. Four mana for scrying 1 is risky – if you find a land on the top of your deck you can get rid of it, sure, but what do you do if there’s a 2-drop? +2/+0 really isn’t great for 4 mana, but you don’t know what the alternative is.
Rounding off the gold uncommons is Underworld Coinsmith. It’s a 2/2 for 2 mana, so we’re definitely in bear country, but this card has some subtle potential.
For 2 mana and 1 life you can cause your opponent to lose life. You don’t get the life back yourself but, as long as you can gain life somewhere, you can technically win without attacking. Of course, on its own this wouldn’t be enough, but Underworld Coinsmith’s Constellation trigger allows you to gain one life. This instantly suggests a build-around-me deck that plays cheap enchantments to gain life. You could also play small creatures – I’m thinking about extort creatures from Gatecrash and Dragon’s Maze – as well as Athreos for a similar effect. Whether its competitive enough I do not know, but there are certainly going to be many decks based around this card.
Finally, as far as gold cards go, there’s one more left to mention. Revel of the Fallen God is a rare 7-drop in Red and Green. I’m not sure it’s first pickable in limited or playable in Standard, but it might see play in some fringe formats.
Gaining 4 2/2 creatures is strong, especially when they have haste. Still, they’re just 2/2’s so, by turn 7, they’re not really going to do you any favours unless you can pump them up, swarm your opponent or get around them some other way. I personally want to put this into a Naya Commander deck that goes wide rather than tall. There are cards that do damage from creatures entering the field, as well as the likes of Cathar’s Crusade. If there’s a deck out there that’s running the likes of Titanic Ultimatum, they’re going to want this card. Other than that, I’m not sure if it has any obvious home.
ARTIFACTS
Journey Into Nyx has 4 artifacts at uncommon and 2 artifacts at rare. Most of these seem strong in respective formats which, for a block that focuses on enchantments, is surprising.
Armory of Iroas, for instance, seems like it could be strong. It’s 2 to play and 2 to equip, but it gives you the attacking trigger from the cycle of Ordeals. A potential 23rd card in limited, this helps weaker guys become stronger, although they still have to attack first.
Still, what it loses in Heroic triggers it makes up for by being an equipment. You can re-attach it to where it’s needed and, in the current meta, people are more focused on enchantment removal than artifact hate. I can’t see it seeing too much play beyond this, but how many sets ever have that many stand-out artifacts?
Next up is Chariot of Victory, which I really like. While it does cost 3 mana to get down, it only costs 1 to equip. This is good, since it is something you’re going to want to equip a lot to wherever it is most needed. First strike, trample and haste are three abilities that go well together. You can either give a guy haste or just make it more combat effective. If you see this in a draft I’d see its a very high target. As for Standard or constructed, it probably won’t but, out of the uncommon artifacts, I find it to be the most competitive.
Deserter’s Quarters is a card I’m not sure how to look at. It is, of course, a reworked Vedalken Shackle’s. For a start, you’re not reliant on Islands, meaning you can both pick any target and run it in non-blue decks. Yet, on the other hand, its mana requirements are different. Shackles is 3 to cast and 2 to equip, but Quarters is 2 to cast and 6 to equip. It comes down a turn earlier but you really can’t use it until the late game. Still, it can lock down any non-hexproof threat and that could make it very powerful. Will it see play? I’m really not sure, but I do see control decks looking at this card’s potential.
Finally, as the last of the uncommons, Gold-Forged Sentinel is a simple artifact creature and a fine card in limited. Like Anvil-Wrought Raptor, Sentinel is a flying artifact creature, only it’s a 4/4 rather than a 2/2. It’s still good value for decks that need a flyer. Yet it is 6 mana and a 4/4 might not be a threat. Still, there are worse cards to play in this slow and, if you need some flexibility, Sentinel is a decent option. If you’re in colours such as blue and white, however, there are many options that are better as flyers.
Moving on to the rares and we have Hall of Triumph. The highlights of this card are obvious and the design is simple. For half the price of a Caged Sun, you get one of the two benefits. In this case, we have a 3 mana artifact that gives creatures you control of a chosen colour +1/+1. While it’s not as good as Dictate of Heliod, it is still a cheap anthem effect that can be played in any colour. This is great, although I don’t think there are any mono-devotion decks that benefit. Does Red need a small boost across the board at the 3-drop slot? Does Black need anything when it rarely plays too many creatures at once sans-rats. The same argument goes for Blue and Green, too. When they need to go big, they have better ways of going big. Perhaps White could use this effect, but it already has Spear of Heliod and Dictate of Heliod. While legendary, the former costs the same amount and has a useful ability.
Finally, rounding off the artifacts, is Godsend. Badass name aside, Godsend is a 3-drop legendary artifact which costs 3 to equip. Still, this is a card that you will want to equip and is worth the cost: First of all, it gets +3/+3 which is very competitive, but it also exiles creatures it comes into contact with. Best of all, your opponent can’t play creature spells with the same name, so it makes them want to block even less. If you get a mono-black deck’s Specter, they can’t cast their other 3 copies until they get rid of Godsend. It’s that powerful.
LANDS
There are 3 lands in Journey Into Nyx. The first two – Temple of Epiphany and Temple of Malady – are the last of the scrylands, giving us the Red/Blue and Black/Green lands, respectively. This is easy enough to grok and will make sense in any deck that runs these colours. Dual lands are always welcome and a free scry is always useful. Of course, they come in tapped, so most players will always prefer the shocklands where possible.
The third land, however, is already selling for a high price for obvious reasons. Mana Confluence is a better City of Brass – you only lose life when creating mana, not when the opponent taps it ala City of Brass. It still produces any colour of mana, which makes it highly sought after in three colour decks, various Modern decks and anyone else that needs immediate mana fixing. If you open this in a booster pack, be very happy about it.