The Latest

Innistrad: Crimson Vow: 5 First Impressions (Part 2 of 2)

Crimson VowCrimson Vow

Impression 3: Zombie And Vampires Make A Return

I’ve yet to see either deck work properly, but that doesn’t mean someone won’t figure it out or another set won’t give one of them enough cards to work. They’re fringe players… for now. For Vampires, Sorin The Mirthless is a medium-level planeswalker that generates value and protects itself—thus passing the usual metrics—and Vampire Socialite seems a lynchpin for all aggro variants. The deck needs a few more low-level beaters to work properly, but it’s getting there. Zombies, on the other hand, seem to have everything it needs. Between Champion of the Perished, Jadar, Ghoulcaller of Nephalia, Graf Reaver, and Archghoul of Thraben, the deck mostly builds itself. And there’s one other notable card that demands to be in decks…

Impression 4: Hullbreaker Horror Is Busted

This is such an absurd card. It’s got a few edge cases where it fails or dies before it does something, but that’s more a piloting failure. This thing is a control finisher. It’s a Dream Trawler-level threat. Spell chains on the stack can be torn apart, and the opponent’s defenses sent back to their hand. You can’t even counter the thing! Decks should not be running too many Hullbreakers, but two copies, a lot of disruption, and various counters are basically a deck. It requires a lot of skill to use it properly, but when it’s piloted well, it’s one of the most powerful things you can do in Crimson Vow standard. And playing it is a lot easier because…

Impression 5: Mana-Bases Are Getting Aggressive Again

I think it’s almost a tradition for me to comment on stuff like this, but the new enemy color lands are solid additions. They don’t promote blistering starts, but still help balance out a mana base. Combining them with all the creature lands adds an interesting layer of complexity where you need to think about the order you play them. If it wasn’t obvious before, running a few Field of Ruins is increasingly relevant and powerful. Some decks can easily run out of regular lands to replace the nonbasics.


And that about wraps it up for this one. Unlike some of my set reviews, I don’t have sweeping things to say about Crimson Vow. It feels like an extension of Midnight Hunt—because it basically is. It’s hard to distinguish which cards are from which without checking. But that’s not me complaining necessarily—just wondering how much of a shakeup the next set will bring to things. Before then, though, I’m hoping to see a few interesting strategies come out of this set. I’m always holding out for more combo and ramp decks to gain popularity. A bunch of aggro and control decks either taking too long or too little time to come to a resolution is not fun long term. Magic’s at its best when there’s a very dynamic interplay of deck types. Hopefully, Crimson Vow brings us a lot more of that.


Possibly Related Posts:

Comments

Brandon Scott

Share
Published by
Brandon Scott

Recent Posts

Something Very Bad Is Going to Happen Is Not Lying

Let it be known that any and all praise I have for Something Very Bad… Read More

5 days ago

Star Wars: Maul – Shadow Lord Is Good Star Wars

Star Wars: Maul – Shadow Lord is so good it’s actually a little difficult to… Read More

2 weeks ago

It Came From The Archives! “Wolf King Is One Of The Worst Fantasy Cartoons”

I’ll admit—though it’s not exactly a secret—that I sometimes like doing negative reviews. I don’t… Read More

3 weeks ago

Top 10 Best Secrets of Strixhaven Cards

Thank God for Secrets of Strixhaven. Standard needed a shakeup, and I needed an Izzet… Read More

4 weeks ago

Mike & Nick & Nick & Alice: Snark And Violence

Mike & Nick & Nick & Alice is an odd movie. Full of so many… Read More

1 month ago

Wicked: For Good Is Bad

Not to use the most obvious joke ever twice, but Wicked: For Good is bad.… Read More

1 month ago