Rivals of Ixalan Rares/Mythics Review - Colorless&Multicolored

in #mtg7 years ago (edited)

As promised, I'm back to give my review of the Multicolored/Colorless Mythics&Rares in Rivals of Ixalan. I will be looking at the cards through an Eternal format lens, so my takes on the cards for Standard environments may be off key!

If you missed my review of the Five Colors, I've got you covered:
https://steemit.com/mtg/@svenboolie/rivals-of-ixalon-rares-mythics-review-the-five-colors

Again, all of the card images I pull are from MythicSpoiler, who offers a click-free view at the newest set in its' entirity here:
http://www.mythicspoiler.com

Multicolored

The Limited Ones
  • Hadana's Climb
Path of Mettle
  • The one I'm least excited about, if anything for the ugly block of text it represents. The card features an apparent clash of interests, as the backside of the card feels best in a control shell, whereas the front side wants to be using some sort of aggro strategy. The backside makes me want to make a Deck that could utilize this bad boy with Ajani Vengeant and some relevant midrange threats with vigilance or first Strike.
Journey to Eternity

  • Probably (?) the best of the bunch. Aggressively costed, recursion for a threat, mana ramp, AND reanimation on a land??? Well then. Any etb effect is great with this, and anything with a relevant death trigger as well. So essentially... most creatures you would be playing anyways in these colors? I see Jund or BG Rock coming in strong with a few of these in their lists very soon. Interactions with a card like Fulminator Mage are just the start of its' utility.
Storm the Vault
  • Similar to Path of Mettle in the sense, this one feels like it's being pulled in a few too many directions. I'll reserve judgement on this one due to possible combo applications, but it's close to being one of the "limited ones"
Profane Procession

  • Mardu superfriends... Mardu Midrange... Esper Control... Black/White Prison... the lists go on for Profane Procession. Drop this after a tarmogoyf on turn 3, a Kitchen Finks on turn 4, or a Damnation turn 5 and each time it'll feel great. The flip side has trememdous upside, and gives you another way to add threats to a board that might get stalled at some point.
Protean Raider

  • Attack triggers are always awesome, and you don't even have to tip the opponent off to this before it's already too late for them to react outside of a counter. Clone effects are always great, and 3 mana is pretty slick!
Siegehorn Ceratops

-Holy Moly! Any sort of Ping effect is great with this, and gives you inevitability. Pyrohemia, this, Ripjaw Raptor, and TrapJaw Tyrant make me want to brew a Naya Dinohemia deck!

The COMMANDER Ones
  • Azor, the Lawbringer
    -Elendra, the Dusk Rose
  • Zacama, Primal Calamity (Might need to make a commander deck now...)
Kumena, Tyrant of Orazca

  • If it weren't for his fish-centric abilities, he'd be in the Commander Ones... But since it IS Merfolk, this gives him some playability there (along with the usual undercosting of him). Each of his three abilities are relevant in most cases, so even if you only have the first ability active he can do a bit of damage. Toolbox Merfolk? What could go wrong! We'll sure find out soon :')
Angrath, the Flame-Chained

  • 5 Mana really, really scares me off of him for his ability set, but he might be great if built around. His + is a slow but steady way to grinding out a win, and his - gives you reach and aggression. the only problem is that neither of them give him any protection! To even get to thinking about his ultimate, you NEED to protect him.
Hautli, Radiant Champion

  • Maybe the most Narrow walker there is, having to be in a heavy creature strategy to have any sort of explosive start. Board wipes and removal spells directly affect her in every aspect, which is something I usually don't want to see on a walker.

Colorless

(no picture, booo!)

The Limited/Commander Ones
  • The Immortal Sun (still cool tho)
  • Captain's Hook
Silent Gravestone

  • A 1 mana yard hoser that... Dredge can use to my understanding? (outside of Loam) the deck goes off with a hitch. The later ability also works as a way to dig for an answer when your yard isn't looking quite right.
Golden Guardian

  • MUD in modern? If it wasn't a thing, it should be now! This guy is crazy being a 4/4 body, with a flip ability that is also relevant to the strategy. Adding TWO mana and making Golemns repeatedly is not to be overlooked!!!
Awakened Amalgam
  • Power and Toughness equal to land NAMES? Well then. The exclusion of any evasion, hurts, but if one of your lands happens to be called Kessig Wolf Run, I don't think you'd mind very much about that!
Azor's Gateway

  • Really, an impressive (but odd) card. Certain decks will automatically rule out its' inclusion due to the cmc requirements for flipping. Cyling cards is never a bad thing to be doing, and the potential payoff of a huge mana generator will be tempting for many decks to try and break.
Arch of Orazca
  • I think the mana investment will be too annoying for any deck to try and put up with outside of Lands. And it could actually be sweet in a MODERN lands deck!

Thanks to anyone who read my review! Hope you guys like the reviews as much as I liked writing about it :) I may come back with a list for MODERN featuring some of the newer cards from this set. Stay tuned!

I'll be back tomorrow with a review of "Shin Godzilla", so I hope you guys will come check that out as well!

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Keep it up! I'd love to see more Magic on Steemit!

Thanks a lot @dcj! Hopefully more people will follow suit, but for now here I am lol. I'll be posting Magic related topics every two or three days, so be on the lookout for that :) Most likely a [Standard] deck idea (a rarity for me) to get out a few days before the set drops! If you have any suggestions on future installments, be sure to let me know! Suggestions are always welcome

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