Wednesday, October 22, 2008

Z says: Morb

Journeyman ARuiz broke down the format, but he failed to mention a certain latent variable that will change the landscape of the tier lists. This one card, when used properly, has the potential to rout the efforts of any other popular deck. Some of you may already know what I am talking about. The rest of you need to take a closer look at yourselves as Magic players.

Yes, I speak of Mesmeric Orb.

1. It is 2 mana. Yes, chalice of the void can cancel Morb with a humble 4 manaroonies (and believe me, once Morbs start hitting the decks, chalices will be in all sideboards x4). However, chalices don't impress me. Besides, they'll probably end up being put into your opponent's graveyard from your opponent's library. In the meantime, your second turn Morb is already on the board.

2. It's an artifact. You can throw it in your monoblack control deck or your green, red and white aggro deck. This is key, because Morb is a powerful addition to any deck. And there are no exceptions. If your deck starts fizzling out, sit back and let the orb do the job.

3. The cards in your hand suck. The cards in your library are okay. But the cards in all players' graveyards are amazing. With Morb, you don't have to limit yourself to 0-7 cards. With the right cards, you will have all graveyards at your spellcasting disposal.

4. The unforeseen danger. Okay, so this bonus is void once word hits the plains, but, really; when was the last time you were building a deck and wondered, "Oh, I better adjust to address the untapping too much issue"? I'm guessing it was another famous orb, of which I was also a fan -- Worb.

5. Dredge. Problem solved.