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- ,;;; ;;;; ;;;;;. T h e G a t h e r i n g (TM)
- ,;''' ;;'' ```````` PLAYER GUIDE VOL 1
- ` '
- Top 10 most powerful Alliances cards for Magic: The Gathering
-
- @{ " Introduction " Link "intro"@}
- @{ " Top 10 Cards " Link "top10"@}
- @{ " Alliance Colours " Link "colors"@}
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node Intro
-
- Inquest Feature: A League of their own
- Top 10 most powerful Alliances cards for Magic: The Gathering
-
- The best expansion set...ever? That's what some players argue. What all
- players do agree on is that Alliances has some of the most powerful cards
- ever produced for Magic: The Gathering. From the monstrous creatures with
- lightning-fast casting costs to the crushing spells with NO casting cost,
- InQuest played them all and separated the men from the boys to present
- the 10 most powerful Alliances cards.
-
- Copyright 1996 Gareb Shamus Enterprises, Inc.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node top10
-
- Balduvian Horde
- Well, every expansion has at least one card that has people saying,
- "What the heck were they thinking?" Judging from the Balduvian Horde,
- Wizards of the Coast wasn't thinking about much. At four mana for a 5/5
- creature, who cares if you have to discard a card when you cast it? The
- Horde might be the biggest playable creature to come out since Arabian
- Nights. With a Tinder Wall, you can get it out on the second turn, it
- doesn't do a point of damage to you every turn and it
- doesn't cost seventy bucks. As good as a Juzam? Try "better."
-
-
- Lim-Dul's Vault
- Yikes! And you thought Demonic Tutor was useful. With Lim-Dûl's Vault,
- you can find just about any card in your library for only a few life.
- But wait, there's more! Why just settle for one good card on the top of
- your library when you can have as many as five? Let's face it, most of
- the time you play Demonic Tutor, you don't REALLY need that card right
- away. Lim-Dûl's Vault lets you get a bunch of useful cards at the top of
- your library, and it's an Instant! If we have to explain why this card
- rocks, go back to playing your all-Homarid deck.
-
-
- Force of Will
- The guy across the table says, "Okay, I won the coin toss so I go first.
- I play a Lotus, a Mox Emerald, a Mox Ruby and a Land, and I tap it all to
- play a Shivan." Has this every happened to you? If so, then your first
- inclination was probabay to beat the guy senseless and rip up his cards.
- Using your better judgment, you kept quiet and prayed for a Swords to
- Plowshares so you could give him five life. Now, with Force of Will, the
- solution is much simpler. Just counter the damn thing! And if you're
- tapped out? No prob! Just chuck a Dandan to let you counter any spell for
- free!
-
- Helm of Obedience
- A lot of people play creatureless decks in tournaments...a lot of people
- are gonna have to come up with a new deck. Wizards of the Coast has been
- trying to discourage creatureless decks with cards like Autumn Willow,
- and now Helm of Obediene puts the nail in the coffin. "Not playing with
- any creature? Okay, I Millstone you for eight...every turn!" And if your
- opponent is playing with creatures? "Hey, is that a Polar Kraken in your
- deck? Put that puppy into play on my side!" Who knows...people may start
- playing with Demonic Hordes in an all-blue deck just so your opponent
- gets control of it.
-
- Diminishing Returns
- Noticing a theme yet? We've already got a Juzam and a Tutor, so why not
- throw in a Timetwister? Diminishing Returns is the mass-card-drawing tool
- everyone's been waiting for, and it's every bit as good as its out-of-print
- cousin. Sure it costs one more mana, and you have to chuck 10 cards from
- the game, but that doesn't change what the card does. Only have one card
- in your hand? Grab seven new ones. Yup, that sucks.
-
- Yavimaya Ants
- What do you get when you cross a Ball Lightning with a Hungry Mist?
- A misty ball of hungry lightning? Not quite. The combination looks more
- like the butt-kicking Yavimaya Ants. With all of green's fast mana, the
- Ants are just as easy to play as a Ball Lightning, do almost as much
- damage AND they stick around for a while. Even if you can only pay the
- cumulative upkeep once, 10 damage in two turns ain't too shabby.
-
- Ritual of the Machine
- What's up with taking control of your opponent's creatures without having
- to worry about getting thwarted by a Disenchant? There's Helm of Obedience
- False Demise and, of course, Ritual of the Machine. "Ooh...that's a lovely
- looking Serra Angel you've got there! Think I'll put my Thrull through
- this little machine here..." It's like a Terror, only better. Hey, this
- card's almost as cool as Changeling!
-
- ("Magic: The Creations," InQuest #7.)
- Ya think those guys over at Wizards of the Coast are reading InQuest?
-
- Lake of the Dead
-
- How would you like it if each of your swamps could produce five mana?
- Don't think they'd ever make a card like that? Guess again. Lake of the
- Dead takes a couple of turns to get into play, but once it's there, all
- your mana troubles will be history. Third turn Sengir Vampire without a
- Dark Ritual? No problem. Ihsan's Shade? No problem. Lord of the Pit?
- Cosmic Horror?? Baron Sengir??! We're talking serious mana production
- here. Now you can get all the stupidest, most expensive
- creatures out with no trouble.
-
- Elvish Spirit Guide
-
- Wow! A 2/2 creature for three mana! This thing rocks!!! Oh, wait a sec...
- while that may be ALL the Gray Ogre has going for it, the Elvish Spirit
- Guide has this one other nifty ability that's worth mentioning. Want to
- get a big creature out early in the game? Use the Spirit for an explosive
- start. Need some green mana in a pinch when you're tapped out? Once again,
- Elvish Spirit Guide to the rescue. Just got Power Sunk for one? Cast the
- Spirit Guide and beat the crap out of him.
-
- Scars of the Veteran
- Biggest problem with Reverse Damage? You have to save three mana to use
- it and it can't even protect your creatures. Not only can you cast Scars
- of the Veteran with zero mana and protect your creatures from an untimely
- Fireball, you can also make them HUGE in the process. You Fireball my
- Serra for four? I make it a 4/8! With its ability to protect up to seven
- points of damage for almost no cost, Scars of the Veteran is a must for
- any white deck.
-
- Honorable Mention
-
- Stromgald Spy
-
- Speaking of cool, the Stromgald Spy may not be the most powerful card in
- Alliances, but his ability is just too funky to not mention. Sure, you
- could take the easy route and use a Glasses of Urza and look at your
- opponent's hand, but it's so much cooler to send the spy in for a little
- bit of espionage. Now all we need is a white Summon Spy card so we can
- get the Spy vs. Spy deck going...
-
-
- Worst Card
-
- Mishra's Groundbreaker
- Let's get this straight...with Mishra's Groundbreaker you get to pay
- four mana and use up a card to make one of your lands Lightning Bolt bait
- This is a good thing? Wouldn't you rather draw a Bog Wraith or a Phantom
- Monster? Heck, we'd even settle for a Hill Giant or, gasp, Mercenaries.
- Oh yeah, we suppose you could use it to kill your opponent's lands, but,
- it just be easier to use a Stone Rain or something? If you didn't have to
- sacrifice the Groundbreaker to use its special ability it MIGHT be a
- decent card...
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--
- @node colors
- Ranking the Colors
-
- 1. Red
- Big creatures, mass destruction, cards that do damage for zero mana...
- red's just about got it all in this expansion. Red still can't deal with
- enchantments, but MAN can it handle artifacts and lands. Forget Goblins,
- Kobolds and Dwarves...the apes are the big boys in red now. The best
- thing about the red cards in Alliances is that there are very few that
- are outright worthless. In fact, there are quite a few cards that will
- make an impact on the tournament scene.
-
- 2. Blue
-
- Between Diminishing Returns, Library of Lat-Nam and Force of Will,
- blue has the most powerful cards of the five colors (though fewer of them)
- Complemented by a nice mix of countering ability, library manipulation
- and creature control, blue's got a nice set of cards. Alliances didn't
- really do anything to make all-blue decks viable, but it certainly made
- blue a color to be reckoned with.
-
- 3. Green
-
- Once again, green gained a bunch of really good creatures. Deadly Insect
- and Elvish Ranger may not be very exciting, but they pack a lot of punch.
- And although Kaysa's a legend, green finally got a card to give all of its
- creatures a boost. However, green got shafted on just about everything
- else. Tornado is practically unusable, and the various new enchantments
- just aren't exciting enough to put green any higher than third on the list
-
- 4. Black
-
- Black's got some really funky new abilities with cards like Ritual of the
- Machine and Stromgald Spy. Lim-Dûl's High Guard is another useful weenie
- (2/1 first strike for three mana) and Dystopia is a horrifically powerful
- hoser-a must for the sideboard of any straight black deck. Still, overall
- Alliances just doesn't add that much to this color. There are a few really
- good cards, but there are just too many that aren't terribly exciting.
-
- 5. White
- White's got a lot of interesting cards, but nothing that'll really turn
- any heads. Scars of the Veteran is funky because of its zero-cost, but
- every color's got that. As always, white's got some interesting, over-
- priced creatures, but nothing that's going to shake up the play
- environment. Of course, white players shouldn't complain. With white
- dominating the tournament scene, it's about time Wizards of the Coast
- held back a little.
-
- The Other Stuff:
-
- The artifact mix in Alliances is pretty good. There are some worthwhile
- artifact creatures, and a lot of twisted new abilities that can be added
- to any deck. For the most part, the gold cards are usable, with none
- costing more than four man to cast, and no more than one of each color
- mana. As for lands, each color got a specific land. Some are great, some
- are okay, but none of them suck. It's always nice to see new lands, so no
- complaints here.
-
- InQuest editors Jeff Hannes, Pat McCallum & Michael Searle patiently
- await the tournament-winning Mishra's Groundbreaker deck.
-
- Copyright 1996 Gareb Shamus Enterprises, Inc.
-
- @{ " Back to Main Menu " Link Main @}
- @{ " Back to Sub Menu 5 " Link "start"@}
- @endnode
- **--