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Set Review: Dominaria

I hope you enjoy reading my notes for recent sets. I am a terrible Limited player. My focus is on Johnny fun deckbuilding. I am not a competitive player. It is very hard to review cards in a vacuum, and when I look back at my previous reviews, I have been laughably wrong about busted cards like Aetherworks Marvel (I stated it required too much setting up... what was I thinking?!). Enjoy!
Dominaria: Sagas
A new type of card, and an interesting type at that. It is due to Richard Garfield, the inventor of this game.
Fall of the Thran: A much heavier Armageddon (3W Sorcery Destroy all lands.) It is interesting that II and III are healing moves II and III are great moves to keep the game going. Armageddon can really stall a game.
History of Benalia: Because this is a new type of card, I need to have a way to examine it in comparison to other cards. Step III is your standard "anthem," such as Glorious Anthem (1WW Enchantment Creatures you control get +1/+1.) Steps I and II are really free creatues for what is equivalent to Suspend. And then three turns later your Knights get a solid buff, but only for one turn. I don't see why this is Mythic. The benefits for Steps I and II are small for three mana given that they are spaced across two turns, and waiting three turns for a one time buff does not seem like it's worth the wait.
Triumph of Gerrrard: I am learning that the deal we get from the Sagas is that we have two benefits, one each over two turns, that are slightly undercosted when compared to the combined benefot over one turn. For example, a sorcery that nets you two +1/+1 counters for two mana is aggresively costed. Now in a Saga, you get the benfit half this turn, half next turn, and that means it is well costed, in general. It reads like a Saga for Limited. If it is not removed in three turns, the Step III benefit is great in any format, just not worth waiting that much for in anything other than Limited..
The Antiquities War: Digging for five for two turns is really good. I would add a shuffle effect to make sure good cards are not stuck at the bottom of my deck, though. Step III is Tezzeret the Seeker's ultimate (−5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.), which I think makes for a very strong, usually, game-ending effect when set up correctly. I think this is a strong saga, even if Steps I and II are costed much higher than Ponder (U Sorcery Look at the top three cards of your library, then put them back in any order. You may shuffle your library. Draw a card.)
The Mirari Conjecture: It comes in a little late, yet it nets you any instant, then any sorcery, then a copy. That can be very disruptive to your opponent lte game since it can be ANY instant or sorcery. It can be a really sick play, and in blue, you can stall for many turns with counter spells. I would have liked it at less than five mana to get started, but the any part can allow you to recovery a very powerful card out of your graveyard. When set up with a self mill engine, it's effectively a tutor for a strong non-creature spell. As with all sagas, I will have to play it to correctly appreciate its power level.
Time of Ice: The slowing effect of Steps I and II are a good stall. Sagas read like planeswalkers without loyalty counters, and Step III is similar to a planeswalker's ultimate. Basically, Sagas are planeswalkers that are easier to remove because there are many cards that remove them, and there aren't many cards that remove planeswalkers. If I add one mana to the mana cost for each turn you need to wait, Step III is a lot like a sorcery for six mana similar to casting Cyclonic Rift (1U Instant Return target nonland permanent you don't control to its owner's hand. Overload 6U). Effectively, this is a constrained Cyclonic Rift with Overload.
Chainer's Torment: Steps I and II are really good in any multiplayer format. Watch out, that token can kill you! I would pack some life gain in a deck with this to make up for the life loss from Step III.
The Eldest Reborn: Another Saga that is really good in any multiplayer format. It's a long wait to cast this for five mana, yet, once it gets going, it's a great clock to Step IIi, just like any planeswalker. It's a lot like a seven mana spells that does Step III, and by that time I should have dropped something big and strong to reanimate.
Phyrexian Scriptures: It definitely reads Mythic. You can cast a non-artifact creature, save it with Step I, then blow out everyone else's creatures, then exile all of their graveyards. That reads really strong, and it comes in at 4 mana. Step II will wipe out your non-artifact creatures, and that means that it would be best to not have that many in your deck.
Rite of Belzenlok: A 6/6 flyer can end the game in your favor. I would have ways to gain life in my deck, and I would also set this up as late as possible after weakiening my opponent. Steps I and II are needed to make Step III worth doing, and that means this is best in a deck with lots of other token creation, just in case the tokens from this get removed.
The First Eruption: Now I need to go look for creatures with Enrage that do not fly. Pinging for 1 otherwise is not that useful, especially at three mana. Step II is a nice bonus. Step III is great against many types of decks. Against a control deck or a black discard deck, though, Step III does nothing.
The Flame of Keld: What if I have no cards in hand by the time I cast this? Or maybe all of the cards I discard have Flashback, or I want to seed the graveyard with a reanimation target. I can see Step I being useful in several strategies. Step II is good always, of course. Step III is great to setup with just the right hit to player. I can see this being powerful for an uncommon, or powerful period..
The Mending of Dominaria: It goes great in a deck that is seeding the graveyard all game long, especially a Black/Green deck. Step III undoes some of what you did in Steps I and II to drop creatures into your graveyard, but by that time, you should have gotten all of your creatures out of your graveyard.
Song of Freyalise: That's a great mana-generation enchantment. Step III only works once and if your opponent has been removing a lot of your creatures, it does very little. It should be really good in an elf deck.
Hype opinion (and Dominaria needs one because da interwebs are all going crazy because this set is supposed to be the best Magic set ever issued): It's very hard to size up a new type of card. Sagas read a lot like planeswalkers. I will need to play them and see them in play.

 

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