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					HALL OF FAME V.6                                                                                                                                                           Anthony Alongi and starcitygames.com
 #                                                         CARD MECHANICS                                                                       ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
                         Rarity Set    Cost   Type                Jist of Text                                                                  RS GO SP PG PL CK COM
258 Fire/Ice                 U Apoc 1R/1U     Instant             Distribute 2 damage OR Tap a permanent and draw a card.                         1    2    7   2    2    2 2.49 An automatic 4x in any red/blue group deck.
257 Gaea's Cradle            R Saga           Legendary Land      Get G for each creature you control (activated).                                1    2    4   3    2    4 2.51 Sim: Serra's Sanctum, Tolarian Academy
256 False Cure               R Onsl    BB     Instant             Life gain = life loss for rest of turn.                                         1    2    6   3    2    2 2.51 Rather conditional, but highly effective.
255 Acidic Soil              U Saga 2R        Sorcery             Each land costs its controller one damage.                                      2    5    4   2    0    2 2.58 Often effective, deeply hated.
254 Breaking Point           R Judg 1RR       Sorcery             Wrath of God unless someone takes 6 damage.                                     3    5    4   0    2    1 2.63 Sim: Desolation Giant
253 Worry Beads              R Masq 3         Artifact            Each player mills a card before their draw step.                                2    3    2   3    3    3 2.65 Sim: Whetstone, Grindstone, Millstone
252 Rainbow Vale             U Falln          Land                Tap for any mana, then pass to someone else (activated).                        1    1    2   4    6    3 2.65 Give to the mono-mage to keep secure.
251 Kor Chant                C Exod 2W        Instant             Redirect damage from a creature you control to another creature.                1    2    7   3    2    2 2.65 Sim: Mirror Strike
250 Sizzle                   C Masq 2R        Sorcery             Deals 3 damage to each opponent.                                                2    2    2   7    2    1 2.66 Good for tricks, nothing for board position.
249 Prismatic Strands        C Judg 2W        Instant             One color deals no damage. Flashback (tap white dork).                          3    3    4   2    2    2 2.69 White's Fog - interesting for now.
248 Lighting Angel           R Apoc 1WBR      Creature            3/4 Angel. Haste. Flying. Vigilance.                                            3    3    3   2    2    3 2.69 Sim: Charging Troll
247 Captain's Maneuver       U Apoc XRW       Instant             Redirects X damage from one target to another.                                  1    3    7   2    2    2 2.69 Sim: Reflect Damage, Mirrorwood Treefolk
246 Slate of Ancestry        R Onsl    4      Artifact            Pay 4, discard hand, and Tap to draw cards = your creatures.                    4    2    2   2    2    4 2.70 Overextension is…good?
245 Greater Good             R Saga 2GG       Enchantment         Sack a creature to draw cards (power), then discard 3.                          4    2    2   2    2    4 2.70 Incarnations make this a house.
244 Chimeric Staff           R Saga 3         Artifact            X turns this into an X/X artifact creature.                                     4    2    2   2    2    4 2.70 Sim: Chimeric Idol, Chimeric Sphere
243 Shadowmage InfiltratorR Odsy 1UB          Creature            1/3 Wizard. Fear. Draw a card when this deals combat damage.                    4    2    2   3    2    3 2.72 Excellent early - will find a mark.
242 Blinding Angel           R Nem     3WW    Creature            2/4 Angel. Flying. If it hits, defender skips a combat phase.                   4    3    1   1    3    4 2.75 Compare to Commander Eesha (ahead).
241 Serra's Blessing         U Wthrlt 1W      Enchantment         All of your creatures have vigilance.                                           4    3    2   2    2    3 2.76 Best with haste and trample creatures.
240 Bone Harvest             C Mirag 2B       Instant             Rig your library with dead creatures. Draw an extra card.                       1    2    8   2    2    3 2.77 A backbreaker for your last 1-2 opponents.
239 Avenger en-Dal           R Nem     2W     Creature            1/1 Spellshaper. Pay 2W, discard, and tap to wax attacking dork.                5    2    1   2    2    4 2.77 Sim: Lieutenant Kirtar, Swords to Plowshares
238 Desolation Angel         R Apoc 3BB       Creature            5/4 Angel. Flying. Lose your lands. Kicker WW: Armageddon.                      2    6    4   2    0    2 2.78 Stats assume you paid kicker.
237 Innocent Blood           C Odsy B         Sorcery             Each player sacrifices a creature.                                              2    3    4   4    2    2 2.80 Great early, often pathetic late.
236 Tsabo's Decree           R Inv     5B     Instant             Wax the creature type of your choice, nail a hand.                              2    4    5   2    2    2 2.82 This, Extinction roll vs. Onslaught.
235 Traveling Plague         R Odsy 3BB       Enchant Creature Enchanted creature slowly dies. Controller picks new dork.                         3    2    1   4    3    4 2.82 Sim: Takklemaggot
234 Teferi's Puzzle Box      R Visn    4      Artifact         Each player cycles their hand through library before drawing.                      2    4    3   2    3    3 2.83 Instants, board abilities, and cheap spells rule.
233 Order/Chaos              U Apoc 3W/3R     Instant             Wax attacking creature OR creatures cannot block.                               1    3    7   2    3    2 2.84 Don't just play it on your turn!
232 Hand to Hand             R Strong 2R      Enchantment         No instants or abilities during combat phase.                                   3    3    3   2    3    3 2.84 A nice, subtle trick needing a specific deck.
231 Cinder Elemental         U Masq 3R        Creature            2/2 Elemental. Tap, pay XR, and sack to deal X damage.                          6    2    1   2    2    3 2.84 Sim: Shock Troops, Torch Song, Seal of Fire
230 Angel's Trumpet          U Lgcy    3      Artifact            All creatures have vigilance. Tap/damage penalty for sitters.                   2    4    2   2    4    3 2.84 Like Serra's Blessing, play with haste, etc.
229 Suffocating Blast        R Apoc 1UUR      Instant             Counter a spell and deal 3 damage to any creature.                              1    3    7   3    2    2 2.85 Easy to find a target in group.
228 Nullmage Advocate        C Judg 2G        Creature            2/3 Insect Druid. Regrow 2 enemy cards to Naturalize.                           4    2    2   2    3    4 2.85 Lastest and best utility creature for green.
227 Jilt                     C Apoc 1U        Instant             Bounce a creature. Kicker 1R deals 2 damage to another.                         1    3    7   3    2    2 2.85 One of the slickest cards through the Mirari.
226 Consume Strength         C Apoc 1BG       Instant             Transfer 2 P/T from one creature to another for the turn.                       1    3    7   3    2    2 2.85 Spiffy combat trick - can net up to 3 cards.
225 Viseling                 U Nem     4      Artifact Creature   2/2. Each opponent takes 1 damage on upkeep for each card <3.                   3    3    2   4    2    3 2.87 Sim: Rackling, The Vise, Iron Maiden, etc.
224 Violent Eruption         U Trmt    1RRR   Instant             Deals 4 distributable damage. Madness 1RR.                                      1    4    7   2    2    2 2.89 Sim: Arc Lightning, Butcher Orgg, etc.
223 Spontaneous CombustionTemp 1BR
                        U                     Instant             Sack a creature. Deals 3 damage to all creatures.                               1    4    7   2    2    2 2.89 Find dorks with graveyard-triggered abilities.
222 Strip Mine               U Antq           Land                Sack to blow up a land (activated).                                             4    3    3   2    2    3 2.90 Sim: Wasteland, Rishadan Port, Dust Bowl
221 Riptide Replicator       R Onsl    X4     Artifact            Make your favorite creatures, at X/X size.                                      4    3    2   2    2    4 2.90 Sim: Volrath's Laboratory, Snake Basket


DRAFT AS OF 7/13/2011                                                                                                             All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                     Anthony Alongi and starcitygames.com
220 Psychatog             U Odsy 1UB      Creature        1/2 Atog. Gets +1/+1 when you discard or remove a dead card.                      4    3    2   2    2    4 2.90 Not just for tournaments! Watch hand size.
219 Nesting Wurm          U Nem    4GG    Creature        4/3 Wurm. Trample. Fetch more, put into hand.                                     4    3    2   2    2    4 2.90 Sim: Howling Wolf, Skyshroud Sentinel
218 Dragon Roost          R Onsl   4RR    Enchantment     5/5 flying dragon tokens for 5RR apiece.                                          4    3    2   2    2    4 2.90 Sim: Goblin Warrens. Yes, I'm kidding.
217 Aggravated Assault    R Onsl   2R     Enchantment     Pay 3RR for a full untap and another combat phase.                                4    3    2   2    2    4 2.90 Sim: Relentless Assault, Seize the Day
216 Ambassador Laquatus R Trmt     1UU    Creature        1/3 Merfolk Legend. Pay 3 to mill 3.                                              5    2    2   2    2    4 2.91 The latest advance in multiplayer milling.
215 Wheel of Fortune      R ABU    2R     Sorcery         Everyone discards hand and draws 7 cards.                                         2    3    3   2    5    3 2.93 Critical for replenishing the red mage's hand.
214 Revelation            R Lgnd G        Enchantment     Everyone plays with hands revealed.                                               4    3    0   3    4    3 2.94 Pound the guy holding Evacuation.
213 Cyclone               U Antq   2GG    Enchantment     Grow and pay for wind counters to deal universal damage.                          3    5    1   2    2    4 2.95 Old, slow, but reaches out of color.
212 Mirari's Wake         R Judg 3GW      Enchantment     Your lands produce an extra mana. Your creatures get +1/+1.                       4    4    2   2    2    3 2.96 When you absolutely must pay for fat.
211 Shambling Swarm       R Trmt   1BBB   Creature        3/3 Horror. Distributes 3 -1/-1 counters for turn when it dies.                   5    3    2   2    2    3 2.97 Sim: Plague Dogs, Festering Goblin
210 Hunted Wumpus         U Masq 3G       Creature        6/6 Beast. All other players get to try to top it.                                3    3    2   0    7    3 2.98 As better creatures print, this gets worse.
209 Wash Out              U Inv    3U     Sorcery         Bounce all permanents of one color.                                               2    4    4   3    3    2 2.99 Most commonly used with Sway of Illusion.
208 Spinal Embrace        R Inv    3UUB   Instant         Steal/untap a dork during combat. Sack at end of turn to gain life.               1    3    8   3    2    2 2.99 Warm and comfy in your hand.
207 Warpath               U Masq 3R       Instant         Deals 3 damage to all attacking and blocking creatures.                           1    3    7   3    3    2 3.00 Sim: Lava Storm
206 Braids, Cabal Minion R Odsy 2BB       Creature        Each player sacks a non-enchantment during own upkeep.                            2    4    3   4    2    3 3.00 Like Innocent Blood, looks better earlier.
205 Starstorm             R Onsl   XRR    Sorcery         Deals X damage to all creatures. Cycling.                                         2    5    4   2    2    3 3.02 Sim: Earthquake, Rolling Thunder, etc.
204 Nantuko Monastery     U Judg          Land            Turns into a 4/4 first striker with GW, Threshold (activated).                    4    3    2   2    2    5 3.04 Sim: Mishra's Factory, Treetop Village, etc.
203 Mystic Snake          R Apoc 1UUG     Creature        2/2 Snake. May play as instant. Counterspell upon entry.                          2    3    7   2    2    3 3.04 Rattlesnake/cockroach up with bounce.
202 Anger                 U Trmt   3R     Creature        2/2 Incarnation. Haste. Gives haste to your creatures if dead.                    4    3    3   2    2    4 3.04 Sim: Fervor
201 Powerstone Matrix     R Masq 4        Artifact        Tap to give a dork flying, first strike, trample, and +1/+1.                      4    3    2   2    3    4 3.05 Makes Mons's Goblin Raiders good.
200 Contamination         R Saga 2B       Enchantment     All lands produce B only. Sack a creature on your upkeep.                         4    6    2   1    1    3 3.05 Gorilla=7, Plankton=0 if sole black mage.
199 Bubble Matrix         R Wthrlt 4      Artifact        All damage dealt to creatures is reduced to 0.                                    3    4    2   2    4    3 3.05 When your plan is "over the top."
198 Unnatural Selection   R Apoc 1U       Enchantment     Pay 1 to change a creature's type (anything but wall).                            4    3    2   3    2    4 3.06 Can move past legend tricks with Onslaught.
197 Heavy Ballista        C Wthrlt 3W     Creature        2/3 Soldier. Tap to deal 2 damage to attacking or blocking dork.                  5    2    1   2    3    5 3.06 Sim: Aven Archer, Catapult Master, etc.
196 Caltrops              R Desty 3       Artifact        Each attacking creature takes 1 damage.                                           4    3    2   2    4    3 3.06 Most players enjoy the defensive boost.
195 Subversion            R Lgcy   3BB    Enchantment     On your upkeep, you suck one life from every player.                              1    3    2   7    2    4 3.07 Sim: Syphon Soul
194 Drop of Honey         U Antq   G      Enchantment     Lowest power creature on board dies on your upkeep.                               3    4    1   4    2    4 3.07 Sometimes devastating...sometimes not.
193 Void                  R Inv    3BR    Sorcery         Choose a number, wax all creatures/artifacts at cost, nail a hand.                2    6    4   2    2    2 3.08 A way for B/R to seek, nail enchantments.
192 Savage Twister        U Mirag XRG     Sorcery         Deal X damage to all creatures.                                                   2    6    4   2    2    2 3.08 Red won't splash it, but green should.
191 Mutilate              R Trmt   2BB    Sorcery         All creatures get sunk by -your swamps/-your swamps.                              2    6    4   2    2    2 3.08 Sim: Massacre, Infest, Forced March, etc.
190 Living Wish           R Judg 1G       Sorcery         Go get any land or creature you like outside of the game.                         4    4    4   2    2    2 3.10 People will forget this card. Remember.
189 Grand Melee           R Onsl   3R     Enchantment     All creatures attack or block whenever possible.                                  4    4    3   2    2    3 3.10 Good for getting games moving!
188 Safe Haven            U Dark          Land            Suspend creatures from the game for a while (activated).                          5    3    1   2    2    5 3.11 A land version of Parallax Wave.
187 Predator, Flagship    R Nem    5      Artifact        Pay 5 to give a dork flying. Pay 2, Tap to wax said dork.                         5    3    2   2    2    4 3.11 Sim: Pit Trap
186 Null Chamber          R Mirag 3W      Enchant World   You and an opponent each get to ban a card.                                       5    3    2   1    4    3 3.11 See what different players fear most!
185 Narcissism            U Trmt   2G     Enchantment     G and discard (or sack) to give a creature +2/+2 for turn.                        5    3    2   2    2    4 3.11 Sim: Seal of Strength, War Dance
184 Keldon Necropolis     R Inv           Land            Sack a creature to deal 2 damage to any target (activated).                       5    3    2   2    2    4 3.11 Sim: Cabal Pit, Barbarian Ring, etc.
183 Fires of Yavimaya     U Inv    1RG    Enchantment     Your creatures have haste. Sack to give a dork +2/+2 for turn.                    5    3    3   2    2    3 3.11 Saproling Burst: still this card's best trick.
182 Legacy's Allure       U Temp UU       Enchantment     Grows counters. Sack to steal a sufficiently small creature.                      6    4    0   3    2    2 3.12 Sim: Dominating Licid, Overmaster, etc.
181 Hymn of Rebirth       U Ice    3GW    Sorcery         Snag a creature from any graveyard and put it into play.                          2    3    4   6    2    2 3.12 Chainer used to be green-white!


DRAFT AS OF 7/13/2011                                                                                                       All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                         Anthony Alongi and starcitygames.com
180 Anurid Brushhopper    R Judg 1GW         Creature         3/4 Beast. Discard 2 cards to suspend this from play for turn.                    6    2    2   2    2    4 3.12 Natural for Akroma's Vengeance, etc.
179 Hypochondria          U Trmt      1W     Enchantment      Pay W and discard or sack to prevent 3 damage anywhere.                           6    2    1   2    3    4 3.13 Sim: Embolden
178 Devastating Dreams    R Trmt      RR     Sorcery          Discard X cards: do X universal damage, destroy X lands.                          2    7    4   2    2    1 3.14 Sim: Wildfire.
177 Equal Treatment       U Trmt      1W     Instant          Any time any source deals damage this turn, it deals exactly 2.                   1    3    7   2    5    2 3.14 Toolbox vs. Overrun, Furnace of Rath, etc.
176 Nantuko Mentor        R Odsy 2G          Creature         1/1 Insect Druid. 2G, Tap to give a creature +power/+power.                       4    2    2   2    4    5 3.14 Sim: Nantuko Disciple, Deepwood Drummer
175 Sunder                R Saga 3UU         Instant          Bounce all lands.                                                                 1    6    6   2    2    2 3.15 The first step toward a Blood Oath.
174 Decimate              R Odsy 2RG         Sorcery          Destroy one land, one artifact, one creature, one enchantment.                    2    4    4   5    2    2 3.16 Sim: Hull Breach
173 Commander Eesha       R Judg 2WW         Creature         2/4 Bird Soldier Legend. Flying. Protection from creatures.                       5    4    2   2    2    3 3.17 Sim: Beloved Chaplain
172 Glacial Chasm         U Ice              Land             Pay increasing life for invulnerability to damage (continuous).                   7    2    1   1    2    5 3.17 Not advisable in large groups, good in pinch.
171 Exalted Angel         R Onsl      4WW    Creature         4/5 Angel. Flying. Gains you life when it hits. Morph 2WW.                        4    3    4   2    2    4 3.18 Sim: Warrior Angel, Spirit Link
170 Land Equilibrium      R Lgnd 2UU         Enchantment      Everyone must keep to a certain maximum of lands.                                 4    5    2   4    1    2 3.19 Gets nasty with a Mana Vortex.
169 Balduvian Trading PostR Allian           Land             Deal damage to an attacking creature (activated).                                 4    3    2   2    3    5 3.19 Sim: Quicksand, Island of Wak-Wak, etc.
168 The Tabernacle at Pendrell Vale
                         R Lgnd              Legendary Land   Add 1 to each creature's upkeep (continuous).                                     2    5    3   4    2    3 3.20 A land version of Pendrell Mists.
167 Rotlung Reanimator    R Onsl      2B     Creature         2/2 Zombie Cleric. Dying clerics return to you as 2/2 tokens.                     4    3    2   3    2    5 3.20 Future depends on how good clerics get.
166 Megrim                U Strong 2B        Enchantment      Opponents take 2 damage every time they discard.                                  4    3    2   3    2    5 3.20 Increasingly classic staple in discard decks.
165 Underworld Dreams     U Lgnd BBB         Enchantment      Opponents take 1 damage every time they draw a card.                              4    3    2   4    1    5 3.21 Reeks of old-school goodness.
164 Sol'Kanar the Swamp King
                         R Lgnd 2UBR         Creature         5/5 Legend. Swampwalk. Gain 1 life upon every black spell.                        4    3    2   4    2    4 3.22 Torment cards are still good. Play it.
163 Hurricane             U Ice       XG     Sorcery          Deals X damage to all creatures with flying and all players.                      2    6    4   3    2    2 3.24 Sim: Squallmonger, Whirlwind, etc.
162 Sliver Queen          R Strong WUBRG Creature             7/7 Sliver Legend. Pay 2 to make a 1/1 sliver token.                              4    4    2   2    2    5 3.24 Assumes Muscle, Crystalline are imminent.
161 Aether Flash          U Wthrlt 2RR       Enchantment      Incoming creatures take 2 damage.                                                 4    4    2   2    2    5 3.24 In an age of morph, red's answer.
160 Story Circle          U Masq 1WW         Enchantment      Pay to W to prevent damage from a preselected color.                              6    2    2   1    2    6 3.24 Sim: Runes of Protection, Aegis of Honor, etc.
159 Wonder                U Judg 3U          Creature         2/2 Incarnation. Flying. Gives your troops flying if dead.                        5    3    3   2    2    4 3.25 Sim: Levitation
158 Winding Canyons       R Wthrlt           Land             Pay your creatures at instant speed (activated).                                  5    3    2   2    2    5 3.25 Sim: Griffin Canyon
157 Winter Orb            R ABU       2      Artifact         Each player may only untap one permanent per turn.                                4    7    2   2    0    3 3.26 Sim: Tangle Wire, Stasis Orb
156 Storm Cauldron        R Allian 5         Artifact         Players can play an extra land. Lands bounce when tapped.                         4    4    2   2    4    3 3.26 Strangely, works a lot like the Puzzle Box…
155 Hunting Grounds       R Judg GW          Enchantment      If you have threshold, play creatures for free in opponents' wake.                5    3    2   3    2    4 3.27 Ratings assume you have threshold.
154 Llanowar Sentinel     C Wthrlt 2G        Creature         2/3 Elf. Fetch more for 1G per, put into play.                                    3    3    4   3    2    5 3.27 Tough elves, in a new elf-deck age.
153 Smokestack            R Saga 4           Artifact         Players have to sack a growing number of permanents.                              4    4    2   4    2    3 3.28 Combine with Braids, Innocent Blood, etc.
152 Planar Chaos          R Judg 2R          Enchantment      Every spell must survive a coin flip.                                             4    4    2   4    2    3 3.28 The only coin flip card I'll allow on this list.
151 Kaboom!               R Onsl      4R     Sorcery          Reveal cards and deal mana cost damage to choice players.                         2    3    4   7    2    2 3.28 Yes, you will shout this when you cast.
150 Rout                  R Inv       3WW    Sorcery          Pay 2 more to play as an instant. Bury all creatures.                             1    6    7   2    2    2 3.29 The instant speed deserves a slot.
149 Fiery Justice         R Ice       1RGW   Sorcery          Distribute 5 damage. Target opponent gains 5 life.                                2    4    4   3    5    2 3.29 One of the first "pigeons", especially for gold.
148 Phantom Nishoba       R Judg 5GW         Creature         0/0 Beast Spirit. Trample. Starts 7/7, damage just shrinks it.                    4    5    2   2    2    4 3.30 Ley Line. Ley Line! LEY LINE!
147 Kjeldoran Outpost     R Allian           Land             Make 1/1 Soldier tokens (activated).                                              4    3    2   2    2    7 3.32 A land version of Mobilization.
146 Beast Attack          U Odsy 2GGG        Instant          Get a 4/4 Beast token. Get another one with flashback.                            4    3    6   2    2    3 3.32 Sim: Simian Grunts, Vine Dryad, etc.
145 Obliterate            R Inv       6RR    Sorcery          Uncounterable reset on lands, creatures, and artifacts.                           2    8    4   2    1    2 3.33 Sim: Jokulhaups, Apocalypse, Wildfire
144 Yavimaya Hollow       R Desty            Legendary Land   Regenerate target creature (activated).                                           4    3    2   3    3    5 3.35 Sim: Pendlehaven, Daru Encampment, etc.
143 Turbulent Dreams      R Trmt      UU     Instant          Discard X cards: bounce X nonland permanents.                                     2    6    7   2    2    1 3.36 Sim: Distorting Wake, Cephalid Constable
142 Ascendant Evincar     R Nem       4BB    Creature         3/3 Legend. Flying. +1/+1 black creatures. -1/-1 all others.                      3    4    3   4    3    3 3.36 What infinite 1/1 squirrel tokens?
141 Iridescent Angel      R Odsy 4WU         Creature         4/4 Angel. Flying. Protection from all colors.                                    5    5    2   2    2    3 3.37 "Where's that @#$&ing Lotus Guardian!?!"


DRAFT AS OF 7/13/2011                                                                                                           All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                  Anthony Alongi and starcitygames.com
140 Barbed Wire            U Masq 3       Artifact      Each player takes 1 damage on their upkeep. You can prevent.                     4    3    2   4    3    4 3.37 Sim: Copper Tablet, Time Bomb
139 Congregate             C Saga 3W      Instant       Target player gains 2 life for each creature in play.                            1    3    6   8    2    1 3.37 Best one-shot lifegain. Trite, but effective.
138 Trade Secrets          R Onsl   1UU   Sorcery       You draw more cards than an opponent; they may repeat.                           5    2    2   3    4    4 3.37 This, not Wheel and Deal, is the set's dealer.
137 Shieldmage Advocate C Judg 2W         Creature      1/3 Cleric. Tap, regrow an opponent's card to prevent damage.                    5    2    1   3    4    5 3.37 Sim: Orim Samite Healer, etc.
136 Stasis                 U Home 1U      Enchantment   No untap phase for anyone. Pay U on your upkeep.                                 4    7    4   1    0    3 3.38 Sim: Embargo, Rising Waters
135 Forbid                 U Exod 1UU     Instant       Counterspell with buyback (discard 2).                                           4    4    5   2    2    3 3.38 Rattlesnake up, Spider down after buyback.
134 Capsize                C Temp 1UU     Instant       Boomerang with buyback (pay 3).                                                  4    4    5   2    2    3 3.38 Sim: Temporal Adept, Tradewind Rider, etc.
133 Solitary Confinement R Judg 2W        Enchantment   You can't be targeted. You don't take damage. Card drain.                        7    3    2   2    2    3 3.39 Sim: True Believer, Ivory Mask
132 No Mercy               R Saga 2BB     Enchantment   When a creature hurts you, that creature dies.                                   7    3    1   2    2    4 3.39 Of course, you still take the damage!
131 Aurification           R Onsl   2WW   Enchantment   Creatures that damage you turn into walls.                                       7    3    1   2    2    4 3.39 White's version of No Mercy
130 Ensnare                U Nem    2UU   Instant       APC: Bounce 2 of your islands. Tap all creatures.                                1    5    7   3    3    2 3.40 Sim: Shoving Match, Deluge, etc.
129 Breathstealer's Crypt R Visn    2UB   Enchantment   Each player reveals draw, and pays 3 life to keep a creature.                    2    4    1   2    4    8 3.40 Use with incarnations, or Zombify.
128 Khabal Ghoul           U Antq   2B    Creature      1/1 Ghoul. Grows at end of turn for each dying creature.                         4    3    2   6    2    3 3.40 Stellar in the wake of mass destruction.
127 Defense of the Heart R Lgcy     3G    Enchantment   If an opponent has 3+ dorks on your upkeep, sack for free fat.                   4    3    2   6    2    3 3.40 An excellent toolbox to creature hordes.
126 Diamond Valley         U Antq         Land          Sack a creature to gain life (activated).                                        8    2    2   2    2    3 3.40 Sim: High Market, Starlit Sanctum, etc.
125 Contested Cliffs       R Onsl         Land          Set a Beast up against another creature (activated).                             5    3    2   3    2    5 3.41 Sim: Arena
124 Plague Wind            R Proph 7BB    Sorcery       Bury all creatures you do not control.                                           2    7    5   2    2    2 3.42 An extreme option, but it gets the job done.
123 Reins of Power         R Strong 2UU   Instant       Switch armies for a turn with another player.                                    2    4    7   4    2    2 3.42 Sim: Cultural Exhange
122 Tahngarth, Talruum Hero Plnsft 3RR
                         R                Creature      4/4 Minotaur Legend. Vigilance. Pay 1R, Tap to duel a dork.                      5    4    2   1    2    6 3.43 See untap/pump like Gerrard's Command.
121 Soul Warden            C Saga W       Creature      1/1 Cleric. Whenever a creature comes into play, you gain 1 life.                3    2    1   7    2    6 3.43 Good for 3-5 life. Fearsome in multiples.
120 Aura Shards            U Inv    1GW   Enchantment   Every time you get a creature, you can Disenchant something.                     4    5    3   2    2    4 3.44 Looks pretty with Aether Mutation, etc.
119 Humility               R Temp 2WW     Enchantment   All creatures are 1/1 and have no abilities.                                     4    5    3   2    3    3 3.45 Sim: Humble
118 Windfall               U Saga 2U      Instant       Everyone discards hand and draws cards to match highest.                         1    2    5   6    6    2 3.45 Combos with Megrim for a finishing touch.
117 Dragon Arch            U Apoc 5       Artifact      Pay 2 and Tap to slam down gold creature.                                        6    3    3   2    2    4 3.46 Sim: Belbe's Portal, Quicksilver Amulet
116 Mobilization           R Onsl   2W    Enchantment   Soldiers have vigilance. Pay 2W to make a 1/1 solider token.                     4    3    2   2    2    8 3.46 Kjeldoran Outpost with an extra twist.
115 Thran Weaponry         R Lgcy   4     Artifact      Tap to give creatures in play +1/+1. You may keep tapped.                        3    3    2   4    5    4 3.46 Sim: Infinite Hourglass, Tawnos's Weaponry
114 Upheaval               R Odsy 4UU     Sorcery       Bounce all permanents.                                                           2    8    5   2    1    2 3.47 Like Obliterate, effective but despised reset.
113 Misdirection           R Masq 3UU     Instant       Targeted spell targets something else.                                           1    3    8   6    2    2 3.47 Sim: Deflection, Quicksilver Dragon, etc.
112 Bottomless Pit         U Strong 1BB   Enchantment   Each player discards a card at random during own upkeep.                         2    5    3   5    1    5 3.49 This, Megrim are base of group discard.
111 The Abyss              R Lgnd 3B      Enchantment   Each player sacks a non-artifact creature during own upkeep.                     2    5    2   5    2    5 3.50 Untargetables are immune.
110 Cromat                 R Apoc WUBRG Creature        5/5 Dragon Legend. Five enemy color abilities, all of them tasty.                5    5    1   2    2    5 3.51 Mana-intensive, but a fairly sure closer.
109 Rhystic Study          C Proph 2U     Enchantment   Unless a spellcaster pays an extra 1, draw a card.                               3    1    2   7    2    7 3.51 So subtle, so powerful. People rarely pay.
108 Liege of the Hollows   R Wthrlt 2GG   Creature      3/4 Spirit. Leaves X squirrels for anyone when it dies.                          4    3    1   3    6    4 3.52 Sim: Saproling Cluster
107 Avatar of Fury         R Proph 6RR    Creature      6/6 Avatar. Flying. Firebreathing. Costs RR w 7-land opponent.                   4    3    3   5    2    4 3.52 Sim: Shivan Dragon, Lighting Dragon, etc.
106 Moat                   R Lgnd 2WW     Enchantment   Creatures without flying cannot attack.                                          6    4    2   2    3    3 3.53 Sim: Island Sanctuary
105 Price of Glory         U Odsy 2R      Enchantment   Sack any land you tap for mana if it's not your turn.                            3    4    2   5    4    3 3.53 Keeps the instants down to the essentials.
104 Karmic Justice         R Odsy 2W      Enchantment   Someone nail your non-creature? Nail that opponent's permanent.                  7    3    2   2    2    4 3.53 Excellent answer to Tranquility, Shatterstorm.
103 Veteran Explorer       C Wthrlt G     Creature      1/1 Soldier. Everyone gains 2 basic lands when it dies.                          4    3    1   3    7    3 3.53 One of the best one-drops in group.
102 Thundermare            R Wthrlt 5R    Creature      5/5 Thundermare. Haste. Taps all other creatures upon entry.                     3    5    4   4    2    3 3.55 Sim: Shrieking Mogg, in a pathetic way.
101 Dream Halls            R Strong 3UU   Enchantment   Players can play spells simply by discarding same color.                         4    4    2   2    6    3 3.56 Combo-riffic, but can be used without abuse.


DRAFT AS OF 7/13/2011                                                                                                    All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                         Anthony Alongi and starcitygames.com
100 Timetwister             R ABU      3U     Sorcery          Each player resets graveyard, library, and hand.                                 1    4    3   5    7    2 3.56 Sim: Windfall, Wheel and Deal
 99 Kor Haven               R Nem             Legendary Land   Pick a creature and prevent its combat damage (activated).                       5    3    2   3    3    5 3.56 Sim: Maze of Shadows, Maze of Ith
 98 Ghitu War Cry           U Saga 2R         Enchantment      Firebreathing for the creature of your choice, at will.                          5    3    3   3    3    4 3.56 Sim: Firebreathing, Crown of Flames, etc.
 97 Arcane Laboratory       U Saga 2U         Enchantment      Each player only gets one spell per turn.                                        4    3    2   7    2    3 3.56 Makes control thru countermagic a bit easier.
 96 Phyrexian Infiltrator   R Inv      2B     Creature         2/2 Minion. 2UU: Exchange control with another creature.                         5    3    3   4    2    4 3.57 "Minion?" "I assure you it's MR. Minion now."
 95 Syphon Mind             C Onsl     3B     Sorcery          All other players discard a card. You draw that many cards.                      3    2    4   7    2    4 3.57 Sim: Unnerve, Mind Swords
 94 Alexi, Zephyr Mage      R Proph 3UU       Creature         3/3 Spellshaper Legend. Pay XU, 2 cards, Tap to bounce dorks.                    6    5    1   2    2    4 3.58 Sim: Evacuation, Waterfront Bouncer, etc.
 93 Radiant, Archangel      R Lgcy     3WW    Creature         3/3 Angel Legend. Flying. Vigilance. +1/+1 for each other flyer.                 4    4    2   6    2    3 3.60 Sim: Serra Angel, Diving Griffin, etc.
 92 Sigil of the New Dawn R Onsl       3W     Enchantment      Whenever one of your creatures dies, pay 1W to return it to hand.                6    3    1   2    2    7 3.60 Enduring Renewal w/out nasty combo flava.
 91 Propaganda              U Temp 2U         Enchantment      Opponents must pay 2 to have a creature attack you.                              6    3    2   2    2    6 3.60 Sim: Collective Restraint, War Tax
 90 Telepathy               U Saga U          Enchantment      All other players play with hands revealed.                                      5    3    2   5    3    3 3.60 Compare to Revelation - privileged info good!
 89 Eladamri's Vineyard     R Temp G          Enchantment      Each player gets GG to start their first main phase.                             2    4    2   4    7    3 3.61 Deals mana burn with amazing frequency.
 88 Karakas                 U Lgnd            Legendary Land   Bounce legends (activated).                                                      4    3    4   3    2    6 3.62 Best held back for a mild surprise.
 87 Crater Hellion          R Saga 4RR        Creature         6/6 Beast. Echo. 4 damage to all other creatures upon entry.                     4    6    4   2    2    3 3.64 A defining red creature. Still not the best.
 86 Equilibrium             R Exod 1UU        Enchantment      Pay 1 as your creatures arrive to bounce other creatures.                        5    5    2   2    2    5 3.65 Aluren forges well-worn combo.
 85 Death Pits of Rath      R Temp 3BB        Enchantment      When a creature bleeds, that creature dies.                                      5    5    1   2    3    5 3.66 Sim: Fatal Blow
 84 Mirari                  R Odsy 5          Artifact         Duplicate your sorceries and instants for 3 each.                                4    4    3   2    2    7 3.66 Best in team, quite decent in chaos.
 83 Night Soil              C Falln GG        Enchantment      Suck two corpses from any graveyard for a 1/1 saproling.                         4    3    2   5    2    6 3.66 Got even better during Odyssey block
 82 Sneak Attack            R Saga 3R         Enchantment      Pay R to slam creature down with haste, sack at end of turn.                     7    3    3   2    2    4 3.67 As long as you have cards in your hand…
 81 Tombstone Stairwell     R Mirag 2BB       Enchantment      It's a very confusing zombie party - read the card!                              3    4    1   5    5    4 3.68 Feared combo card (Goblin Bombardment)
 80 Horn of Greed           R Strong 3        Artifact         Whenever a player plays a land, that player draws a card.                        3    3    2   2    7    6 3.72 Nice with Burgeoning, Exploration, etc.
 79 Helm of Awakening       U Visn     1      Artifact         All spells cost 1 less.                                                          3    3    2   2    7    6 3.72 Great in multi-color splash decks.
 78 Legacy Weapon           R Apoc 7          Artifact         Pay WUBRG to remove target permanent from the game.                              7    4    2   2    2    4 3.73 When it absolutely, positively has to go.
 77 Insurrection            R Onsl     5RRR   Sorcery          Untap all creatures and control them with haste for turn.                        2    6    4   7    2    1 3.74 Sim: Temporary Insanity
 76 Ensnaring Bridge        R Strong 3        Artifact         Nothing with power > the number of cards you hold attacks.                       7    4    2   2    3    3 3.74 Slows down game without hurting anyone.
 75 Chainer, Dementia MasterTrmt
                         R             3BB    Creature         3/3 Minion Legend. Reanimates and does Nightmare tricks.                         5    3    2   6    2    4 3.75 Sim: Reanimate
 74 Concordant CrossroadsR Lgnd G             Enchant World    All creatures have haste.                                                        4    5    3   2    6    2 3.76 Sets up elves beautifully.
 73 Akroma's Vengeance R Onsl          4WW    Sorcery          Destroy all non-land permanents.                                                 2    8    5   2    3    2 3.77 Sim: Wrath of God, Purify, etc.
 72 Volrath's Stronghold    R Strong          Legendary Land   Return a creature card to the top of your library (activated).                   5    2    3   3    2    8 3.77 Sim: Unholy Grotto
 71 City of Solitude        R Visn     2G     Enchantment      No one plays spells or abilities outside of their turn.                          3    6    2   5    3    3 3.78 For a simpler, sorcery-swinging game.
 70 Voice of the Woods      R Onsl     3GG    Creature         2/3 Elf Lord. Tap 5 elves for a 7/7 trampling elemental token.                   6    4    3   2    2    5 3.80 This + Intruder Alarm = elemental breakout.
 69 Dromar, the Banisher R Inv         3WUB   Creature         6/6 Dragon Legend. Flying. Combat damage bounces a color.                        5    5    1   4    2    5 3.83 Color play is helpful, such as Blind Seer.
 68 Phyrexian Splicer       U Temp 2          Artifact         Pay 2 and Tap to move one of four abilities to another dork.                     4    3    3   6    3    4 3.83 Flying, trample, first strike, or shadow.
 67 Tranquil Grove          R Wthrlt 1G       Enchantment      Pay 1GG to destroy all other enchantments.                                       5    6    2   2    2    5 3.85 Sim: Tranquility, Reverent Silence, etc.
 66 Chain of Plasma         U Onsl     1R     Instant          Lightning Bolts for discard until someone stops retaliating.                     6    4    4   4    3    1 3.85 Sim: Chain Lightning
 65 Spelljack               R Judg 3UUU       Instant          Counter a spell and steal it for yourself, when you're ready.                    5    3    7   5    1    2 3.86 Rattlesnake high while stolen spell sits ready.
 64 Quicksilver Dragon      R Onsl     4UU    Creature         Flying. Morph 4U. Pay U to deflect target spell.                                 5    4    6   2    2    4 3.87 Sim: Silver Wyvern
 63 Jinxed Idol             R Strong 2        Artifact         Deals 2 damage to you each upkeep. Sack dork to pass.                            3    2    2   7    4    6 3.87 Sim: Jinxed Ring
 62 Arcanis the OmnipotentR Onsl       3UUU   Creature         3/4 Wizard Legend. Tap for 3 cards. Pay 2UU to bounce him.                       6    3    2   2    2    8 3.88 Sim: Treasure Trove, Archivist
 61 Treva, the Renewer      R Inv      3GWU   Creature         6/6 Dragon Legend. Flying. Combat damage gains life.                             4    4    1   7    2    5 3.90 Fine removal for (chump-blocking) flyers.


DRAFT AS OF 7/13/2011                                                                                                           All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                          Anthony Alongi and starcitygames.com
 60 Seer's Vision         U Inv    2UB    Enchantment         All opponents play hands revealed. Sack to force one discard.                      5    3    3   6    3    3 3.90 Information and power, all in one card.
 59 Kamahl, Fist of Krosa R Onsl   4GG    Creature            4/3 Druid Legend. 2GGG to Overrun. G to create a living land.                      7    5    2   1    2    5 3.91 Sim: Natural Affinity, Nature's Revolt, etc.
 58 Masticore             R Desty 4       Artifact Creature   4/4. Pay 2 to deal 1 damage to a creature, or to regenerate.                       5    5    3   2    2    6 3.93 Machine guns are made for multiple targets.
 57 Penumbra Wurm         R Apoc 5GG      Creature            6/6. Trample. Get a black token just like it when it dies.                         8    4    2   2    2    4 3.94 Sim: Symbiotic Wurm, Penumbra Kavu, etc.
 56 Vampiric Dragon       R Odsy 5BR      Creature            5/5 Vampire Dragon. Flying. Grows with kills. 1R nicks a dork.                     6    4    2   2    2    7 3.94 A one-card reason for Terminate in group.
 55 Powerstone Minefield R Apoc 2RW       Enchantment         Attacking and blocking creatures take 2 damage.                                    6    4    3   2    3    5 3.95 Fervent Charge, Karn Silver Golem fit well.
 54 Reverent Mantra       R Masq 3W       Instant             All creatures gain protection from a color until end of turn.                      1    5    8   2    7    2 3.98 Sim: Shelter, Cho-Manno's Blessing, etc.
 53 Aura of Silence       U Wthrlt 1WW    Enchantment         Opponents' artifacts/enchantments cost +2. Sack to Disenchant.                     6    4    4   4    2    3 3.98 Sim: Purify, Devout Witness, Disenchant, etc.
 52 Eye of Singularity    R Visn   3W     Enchant World       Blows up duplicate permanents, then preserves newest copies.                       2    6    3   6    4    3 4.02 With Clone's return, expect to see a revival.
 51 Repercussion          R Desty 1RR     Enchantment         Damage to creatures hits their controllers as well.                                7    4    2   2    4    4 4.03 Of course, you're creatureless, right?
 50 Standstill            U Odsy 1U       Enchantment         Next person to play a spell gives everyone else 3 cards.                           5    2    0   7    7    3 4.04 Sim: Hesitation
 49 Mindslicer            R Odsy 2BB      Creature            4/3 Horror. All players discard their hands when this dies.                        7    4    3   5    1    3 4.06 What group discard needs: good beef.
 48 Mana Flare            R ABU    2R     Enchantment         Lands produce an additional mana of their color.                                   5    4    2   2    8    3 4.07 Sets up the bomb - for everyone.
 47 Balance               R ABU    1W     Sorcery             All follow lowest common denominator for creatures, hand, lands.                   2    8    5   6    1    2 4.11 Sim: Balancing Act, Cataclysm
 46 Beast of Burden       R Lgcy   6      Artifact Creature   */*. * equals the number of creatures in play.                                     4    5    2   8    2    3 4.12 How about that Symbiotic Wurm?
 45 Patriarch's Bidding   R Onsl   3BB    Enchantment         Exhume everyone's favorite creature types.                                         2    5    3   6    7    2 4.13 Sim: Twilight's Call, Exhume, etc.
 44 Wishmonger            U Masq 3W       Creature            Any player can pay 2 to give a creature protection from a color.                   4    3    1   5    7    5 4.13 Try artifact creatures, Coalition Honor Guard.
 43 Parallax Wave         R Nem    2WW    Enchantment         Fading 5. Remove a counter to suspend a creature from play.                        7    4    4   2    2    5 4.15 Sim: Liberate, Flicker
 42 Multani, Maro-Sorcerer R Exod 4GG     Creature            */* Legend. Untargetable. * equals all cards in all hands.                         4    6    2   7    2    3 4.16 Loses steam in late game, wins before then.
 41 Glory                 R Judg 3WW      Creature            3/3 Incarnation. Flying. Pay 2W to protect your army if it's dead.                 7    5    2   2    2    6 4.21 Sim: Floating Shield, Mother of Runes, etc.
 40 Blatant Thievery      R Onsl   4UUU   Sorcery             For each opponent, steal a permanent.                                              2    7    5   8    1    2 4.23 Sim: Confiscate, Dominate, etc.
 39 Genesis               R Judg 4G       Creature            4/4 Incarnation. Pay 2G each upkeep to revive a creature.                          7    3    3   2    2    8 4.23 The beginning of the end for opponents.
 38 Oath of Lieges        R Exod 1W       Enchantment         Each player may go fetch land if they're behind on their upkeep.                   3    3    1   6    8    5 4.23 A more generous version of Land Tax.
 37 Portcullis            R Strong 4      Artifact            Entering creatures suspended if more than 2 exist already.                         4    5    3   7    2    4 4.24 Comes-into-play effects still happen…twice.
 36 Lhurgoyf              R Ice    2GG    Creature            */*+1 Lhurgoyf. * equals all creature cards in all graveyards.                     4    5    3   7    2    4 4.24 "Ach, Hans, a place to reference flavor text!"
 35 Biorhythm             R Onsl   6GG    Sorcery             Reset life totals to the number of creatures controlled.                           1    7    8   6    2    2 4.27 Very innovative. Very green. Very cool.
 34 Chain of Acid         U Onsl   3G     Sorcery             Noncreature permanents die until someone stops retaliating.                        5    5    4   4    4    3 4.27 Sim: Creeping Mold, Naturalize, etc.
 33 Shivan Hellkite       R Saga 5RR      Creature            5/5 Dragon. Flying. Pay 1R to deal one damage to any target.                       7    4    2   2    2    8 4.29 Sim: Crimson Hellkite
 32 Howling Mine          R ABU    2      Artifact            Each player draws an extra card during draw step.                                  3    3    2   3    8    8 4.31 Nothing more beloved than this classic.
 31 Bloodfire Colossus    R Apoc 6RR      Creature            6/6 Giant. Pay R and sack to do 6 damage to board/players.                         7    7    3   2    2    3 4.33 Sim: Skirk Fire Marshal, Bloodfire Kavu, etc.
 30 Dual Nature           R Proph 4GG     Enchantment         Creature cards call into play identical but more fragile tokens.                   4    5    2   2    7    6 4.33 Double the fun of comes-into-play creatures!
 29 Shivan Gorge          R Saga          Legendary Land      Deal 1 damage to all opponents (activated).                                        4    4    3   8    2    5 4.34 Slow, but steady - and terrific in team.
 28 Limited Resources     R Exod W        Enchantment         Everyone goes down to five lands max. No more lands over 10.                       5    6    4   7    0    3 4.35 White's most vicious card.
 27 Coat of Arms          R Exod 5        Artifact            Creatures get +1/+1 bonus for each friend of their type.                           2    5    4   7    6    3 4.42 Onslaught's most favored old card.
 26 Oath of Druids        R Exod 1G       Enchantment         Creature light? Just mill one out.                                                 3    4    1   6    7    6 4.42 Sim: Zooligist. In his dreams.
 25 Aboshan, Cephalid Emperor
                        R Odsy 4UU        Creature            3/3 Cephalid Legend. Tap squid to tap dorks. UUU taps ground.                      6    5    2   3    3    7 4.45 Sim: Cephalid Retainer, Ensnare above, etc.
 24 Aluren                R Temp 2GG      Enchantment         Free small creatures for everyone, at instant speed.                               5    6    2   2    7    4 4.46 Sim: Vernal Equinox
 23 Pandemonium           R Exod 3R       Enchantment         Creatures deal their power to any target upon entry.                               5    6    1   3    7    4 4.48 Short of #1, the gutsiest red mage card.
 22 Living Death          R Temp 3BB      Sorcery             Dead creatures come back, living creatures die.                                    2    8    5   3    7    2 4.53 Still way more fun than Mutilate.
 21 Awakening             R Strong 2GG    Enchantment         Everyone untaps lands and creatures on every upkeep.                               3    6    2   5    8    3 4.53 A great party, thrown by the green mage.


DRAFT AS OF 7/13/2011                                                                                                            All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                 Anthony Alongi and starcitygames.com
 20 Eureka              R Lgnd 2GG       Sorcery       Everyone puts out permanents until they're tired.                                1    8    3   7    7    1 4.54 Suddenly, the board got quite crowded…
 19 Spreading Plague    R Inv    4B      Enchantment   Each creature blows up its color upon entry.                                     5    5    2   5    5    5 4.58 Base of my amazing Illusion/Reality deck!
 18 Cowardice           R Masq 3UU       Enchantment   Targeting a creature bounces it.                                                 8    5    2   3    3    5 4.59 Sim: Sunken Hope
 17 Nevinyrral's Disk   R ABU    4       Artifact      Enters tapped. Pay 1, Tap, sack to wax all non-land permanents.                  8    8    2   2    2    3 4.60 Sim: Powder Keg
 16 Mortivore           R Odsy 2BB       Creature      */* Lhurgoyf. * is all creature cards in all graveyards.                         5    5    3   8    2    4 4.61 A better Llurgoyf - just kill a creature first!
 15 Mageta, the Lion    R Proph 3WW      Creature      3/3 Spellshaper Legend. Pay 2WW, discard 2, tap for Wrath.                       8    6    2   2    2    6 4.62 Sim: False Prophet, Planar Collapse
 14 Avatar of Woe       R Proph 6BB      Creature      6/5 Avatar. Fear. Tap to smack dork. Costs BB with 10 dead.                      6    5    3   5    2    6 4.62 Sim: Visara the Dreadful
 13 Death Match         R Onsl   3B      Enchantment   Each creature sinks a dork -3/-3 upon entry for turn.                            6    5    1   3    8    4 4.64 Compare to Pandemonium - less risky.
 12 Thieves' Auction    R Masq 4RRR      Sorcery       Put all permanents in a pile. The group drafts them.                             2    7    5   8    4    2 4.68 Really funny with token creatures.
 11 Thrashing Wumpus    R Masq 3BB       Creature      3/3 Beast. Pay B for 1 damage to all creatures and players.                      7    6    2   2    2    8 4.69 Sim: Pestilence, Crypt Rats, etc.
 10 Questing Phelddagrif R Plnsft 1GWU   Creature      4/4 Phelddagrif. Gains flying, pro-black/red, or +1/+1 for a price.              5    5    1   3    8    6 4.71 Sim: Phelddagrif
 9 Radiate              R Trmt   3RR     Instant       Multiply a targeted spell to hit all possible targets.                           1    7    8   8    2    3 4.73 Sim: Fork
 8 Last Laugh           R Trmt   2BB     Enchantment   Pestilence upon each permanent's death. Needs a creature.                        7    6    2   4    2    6 4.73 A Pestilence with more group dynamic.
 7 Psychic Battle       R Inv    3UU     Enchantment   Targeting favors the player about to draw the highest cost card.                 5    5    2   6    5    5 4.74 Fun to abuse - start with Scroll Rack, tutors.
 6 Grave Pact           R Strong 1BBB    Enchantment   When you lose a creature, so does everyone else.                                 8    4    1   7    2    5 4.74 The card that started this tradition.
 5 Zur's Weirding       R Ice    3U      Enchantment   All hands revealed. Anyone can pay 2 life to mill a draw.                        6    4    0   5    8    5 4.76 See all, know all, stop all.
 4 Furnace of Rath      R Temp 1RRR      Enchantment   Whenever damage is dealt, double it.                                             8    6    2   1    6    4 4.78 Sim: Gratuitous Violence
 3 Verdant Force        R Temp 5GGG      Creature      7/7 Elemental. Gain a 1/1 saproling token on every upkeep.                       5    6    1   8    2    6 4.81 Try to imagine a greener card.
 2 Rith, the Awakener   R Inv    3RGW    Creature      6/6 Dragon Legend. Flying. Combat damage grows 1/1 saps.                         5    6    1   8    2    6 4.81 Builds on own success - best gold creature.
 1 Pernicious Deed      R Apoc 1BG       Enchantment   Pay X, sack to wax all non-land permanents costing X or less.                    8    8    4   2    2    3 4.88 Best in gold - and best overall.




DRAFT AS OF 7/13/2011                                                                                                   All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                    Anthony Alongi and starcitygames.com

    ELEMENT KEY                                                                                                                       WEIGHTS       (Default)      (Actual)
    RS = Rattlesnake (warn off, go elsewhere)                                                                                         RS                 21             21
    GO = Gorilla (pound board, affect multiples)                                                                                      GO                 20             20
    SP = Spider (trap and surprise opponents)                                                                                         SP                 14             14
    PG = Pigeon (mooch off of numbers)                                                                                                PG                 16             16
    PL = Plankton (feed the world)                                                                                                    PL                 15             15
    CK = Cockroach (repeat effects, add resources)                                                                                    CK                 14             14
    COM = combined (weighted) formula                                                                                                 COM                              100

    ELEMENT RATING KEY                                                                                                                TEST A CARD HERE:
    0 = Nonexistent. Antithesis of element.
    1 = Very low. Element rarely applies.                                                                                             RS GO SP PG PL CK COM
    2 = Low. Element may apply in special cases.                                                                                                        0.00
    3 = Medium Low. Element has some presence.                                                                                        (enter all 6 values above)
    4 = Medium. Element available fairly readily.                                                                                     MIN THRESHOLD:                  2.49
    5 = Medium high. Element applies easily.
    6 = High. Element defines card.                                                                                                   Remind me of any cards that
    7 = Exceptional at element.                                                                                                       exceed "min threshold", at
    8 = Ultimate. Best in color for element.                                                                                          alongi@usinternet.com!


    NOTES:
    * Set column only lists first tournament-legal set where card was printed.
    * Rarity is based on first set released (so Hurricane is listed as uncommon, but it's a rare in later base sets).
    * Rarity doesn't distinguish between, say, U1 and U2. Just common, uncommon, and rare for now.
    * "Jist of text" is not exact rules text. READ THE CARD and seek Oracle rulings.
    * This Hall will print on 8 sheets of paper as currently formatted. Adjust column widths at your own risk!
    * If you want to return to my 1-258 ranking, sort by column N, then A, then B.
    * You can see the colors separately on the other tab (All Separate).
    * I'm always eager to hear suggestions for additions and improvements. Polite corrections, too.
    * Reach me at alongi@usinternet.com




DRAFT AS OF 7/13/2011                                                                                                   All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                  Anthony Alongi and starcitygames.com


 #                                                 CARD MECHANICS                                                                   ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      GREEN                 Cost     Type             Jist of Text                                                                  RS GO SP PG PL CK COM
35 Greater Good             2GG      Enchantment      Sack a creature to draw cards (power), then discard 3.                           4   2    2    2   2    4 2.70 Incarnations make this a house.
34 Nullmage Advocate        2G       Creature         2/3 Insect Druid. Regrow 2 enemy cards to Naturalize.                            4   2    2    2   3    4 2.85 Lastest and best utility creature for green.
33 Nesting Wurm             4GG      Creature         4/3 Wurm. Trample. Fetch more, put into hand.                                    4   3    2    2   2    4 2.90 Sim: Howling Wolf, Skyshroud Sentinel
32 Revelation               G        Enchantment      Everyone plays with hands revealed.                                              4   3    0    3   4    3 2.94 Pound the guy holding Evacuation.
31 Cyclone                  2GG      Enchantment      Grow and pay for wind counters to deal universal damage.                         3   5    1    2   2    4 2.95 Old, slow, but reaches out of color.
30 Hunted Wumpus            3G       Creature         6/6 Beast. All other players get to try to top it.                               3   3    2    0   7    3 2.98 As better creatures print, this gets worse.
29 Drop of Honey            G        Enchantment      Lowest power creature on board dies on your upkeep.                              3   4    1    4   2    4 3.07 Sometimes devastating...sometimes not.
28 Living Wish              1G       Sorcery          Go get any land or creature you like outside of the game.                        4   4    4    2   2    2 3.10 People will forget this card. Remember.
27 Narcissism               2G       Enchantment      G and discard (or sack) to give a creature +2/+2 for turn.                       5   3    2    2   2    4 3.11 Sim: Seal of Strength, War Dance
26 Nantuko Mentor           2G       Creature         1/1 Insect Druid. 2G, Tap to give a creature +power/+power.                      4   2    2    2   4    5 3.14 Sim: Nantuko Disciple, Deepwood Drummer
25 Hurricane                XG       Sorcery          Deals X damage to all creatures with flying and all players.                     2   6    4    3   2    2 3.24 Sim: Squallmonger, Whirlwind, etc.
24 Llanowar Sentinel        2G       Creature         2/3 Elf. Fetch more for 1G per, put into play.                                   3   3    4    3   2    5 3.27 Tough elves, in a new elf-deck age.
23 Beast Attack             2GGG     Instant          Get a 4/4 Beast token. Get another one with flashback.                           4   3    6    2   2    3 3.32 Sim: Simian Grunts, Vine Dryad, etc.
22 Defense of the Heart     3G       Enchantment      If an opponent has 3+ dorks on your upkeep, sack for free fat.                   4   3    2    6   2    3 3.40 An excellent toolbox to creature hordes.
21 Liege of the Hollows     2GG      Creature         3/4 Spirit. Leaves X squirrels for anyone when it dies.                          4   3    1    3   6    4 3.52 Sim: Saproling Cluster
20 Veteran Explorer         G        Creature         1/1 Soldier. Everyone gains 2 basic lands when it dies.                          4   3    1    3   7    3 3.53 One of the best one-drops in group.
19 Eladamri's Vineyard      G        Enchantment      Each player gets GG to start their first main phase.                             2   4    2    4   7    3 3.61 Deals mana burn with amazing frequency.
18 Night Soil               GG       Enchantment      Suck two corpses from any graveyard for a 1/1 saproling.                         4   3    2    5   2    6 3.66 Got even better during Odyssey block
17 Concordant Crossroads    G        Enchant World    All creatures have haste.                                                        4   5    3    2   6    2 3.76 Sets up elves beautifully.
16 City of Solitude         2G       Enchantment      No one plays spells or abilities outside of their turn.                          3   6    2    5   3    3 3.78 For a simpler, sorcery-swinging game.
15 Voice of the Woods       3GG      Creature         2/3 Elf Lord. Tap 5 elves for a 7/7 trampling elemental token.                   6   4    3    2   2    5 3.80 This + Intruder Alarm = elemental breakout.
14 Tranquil Grove           1G       Enchantment      Pay 1GG to destroy all other enchantments.                                       5   6    2    2   2    5 3.85 Sim: Tranquility, Reverent Silence, etc.
13 Kamahl, Fist of Krosa    4GG      Creature         4/3 Druid Legend. 2GGG to Overrun. G to create a living land.                    7   5    2    1   2    5 3.91 Sim: Natural Affinity, Nature's Revolt, etc.
12 Penumbra Wurm            5GG      Creature         6/6. Trample. Get a black token just like it when it dies.                       8   4    2    2   2    4 3.94 Sim: Symbiotic Wurm, Penumbra Kavu, etc.
11 Multani, Maro-Sorcerer   4GG      Creature         */* Legend. Untargetable. * equals all cards in all hands.                       4   6    2    7   2    3 4.16 Loses steam in late game, wins before then.
10 Genesis                  4G       Creature         4/4 Incarnation. Pay 2G each upkeep to revive a creature.                        7   3    3    2   2    8 4.23 The beginning of the end for opponents.
 9 Lhurgoyf                 2GG      Creature         */*+1 Lhurgoyf. * equals all creature cards in all graveyards.                   4   5    3    7   2    4 4.24 "Ach, Hans, a place to reference flavor text!"
 8 Chain of Acid            3G       Sorcery          Noncreature permanents die until someone stops retaliating.                      5   5    4    4   4    3 4.27 Sim: Creeping Mold, Naturalize, etc.
 7 Biorhythm                6GG      Sorcery          Reset life totals to the number of creatures controlled.                         1   7    8    6   2    2 4.27 Very innovative. Very green. Very cool.
 6 Dual Nature              4GG      Enchantment      Creature cards call into play identical but more fragile tokens.                 4   5    2    2   7    6 4.33 Double the fun of comes-into-play creatures!
 5 Oath of Druids           1G       Enchantment      Creature light? Just mill one out.                                               3   4    1    6   7    6 4.42 Sim: Zooligist. In his dreams.
 4 Aluren                   2GG      Enchantment      Free small creatures for everyone, at instant speed.                             5   6    2    2   7    4 4.46 Sim: Vernal Equinox
 3 Awakening                2GG      Enchantment      Everyone untaps lands and creatures on every upkeep.                             3   6    2    5   8    3 4.53 A great party, thrown by the green mage.
 2 Eureka                   2GG      Sorcery          Everyone puts out permanents until they're tired.                                1   8    3    7   7    1 4.54 Suddenly, the board got quite crowded…
 1 Verdant Force            5GGG     Creature         7/7 Elemental. Gain a 1/1 saproling token on every upkeep.                       5   6    1    8   2    6 4.81 Try to imagine a greener card.
avg                         C/E/S/I: 14/15/5/1                                                                                       4.0 4.3 2.4 3.4 3.6 3.9 3.67 6 under 3.0, 11 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                    All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                 Anthony Alongi and starcitygames.com


 #                                                  CARD MECHANICS                                                                 ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      RED                    Cost     Type             Jist of Text                                                                RS GO SP PG PL CK COM
35 Acidic Soil               2R       Sorcery          Each land costs its controller one damage.                                     2   5    4    2   0    2 2.58 Often effective, deeply hated.
34 Breaking Point            1RR      Sorcery          Wrath of God unless someone takes 6 damage.                                    3   5    4    0   2    1 2.63 Sim: Desolation Giant
33 Sizzle                    2R       Sorcery          Deals 3 damage to each opponent.                                               2   2    2    7   2    1 2.66 Good for tricks, nothing for board position.
32 Cinder Elemental          3R       Creature         2/2 Elemental. Tap, pay XR, and sack to deal X damage.                         6   2    1    2   2    3 2.84 Sim: Shock Troops, Torch Song, Seal of Fire
31 Hand to Hand              2R       Enchantment      No instants or abilities during combat phase.                                  3   3    3    2   3    3 2.84 A nice, subtle trick needing a specific deck.
30 Violent Eruption          1RRR     Instant          Deals 4 distributable damage. Madness 1RR.                                     1   4    7    2   2    2 2.89 Sim: Arc Lightning, Butcher Orgg, etc.
29 Aggravated Assault        2R       Enchantment      Pay 3RR for a full untap and another combat phase.                             4   3    2    2   2    4 2.90 Sim: Relentless Assault, Seize the Day
28 Dragon Roost              4RR      Enchantment      5/5 flying dragon tokens for 5RR apiece.                                       4   3    2    2   2    4 2.90 Sim: Goblin Warrens. Yes, I'm kidding.
27 Wheel of Fortune          2R       Sorcery          Everyone discards hand and draws 7 cards.                                      2   3    3    2   5    3 2.93 Critical for replenishing the red mage's hand.
26 Warpath                   3R       Instant          Deals 3 damage to all attacking and blocking creatures.                        1   3    7    3   3    2 3.00 Sim: Lava Storm
25 Starstorm                 XRR      Sorcery          Deals X damage to all creatures. Cycling.                                      2   5    4    2   2    3 3.02 Sim: Earthquake, Rolling Thunder, etc.
24 Anger                     3R       Creature         2/2 Incarnation. Haste. Gives haste to your creatures if dead.                 4   3    3    2   2    4 3.04 Sim: Fervor
23 Grand Melee               3R       Enchantment      All creatures attack or block whenever possible.                               4   4    3    2   2    3 3.10 Good for getting games moving!
22 Devastating Dreams        RR       Sorcery          Discard X cards: do X universal damage, destroy X lands.                       2   7    4    2   2    1 3.14 Sim: Wildfire.
21 Aether Flash              2RR      Enchantment      Incoming creatures take 2 damage.                                              4   4    2    2   2    5 3.24 In an age of morph, red's answer.
20 Planar Chaos              2R       Enchantment      Every spell must survive a coin flip.                                          4   4    2    4   2    3 3.28 The only coin flip card I'll allow on this list.
19 Kaboom!                   4R       Sorcery          Reveal cards and deal mana cost damage to choice players.                      2   3    4    7   2    2 3.28 Yes, you will shout this when you cast.
18 Obliterate                6RR      Sorcery          Uncounterable reset on lands, creatures, and artifacts.                        2   8    4    2   1    2 3.33 Sim: Jokulhaups, Apocalypse, Wildfire
17 Tahngarth, Talruum Hero   3RR      Creature         4/4 Minotaur Legend. Vigilance. Pay 1R, Tap to duel a dork.                    5   4    2    1   2    6 3.43 See untap/pump like Gerrard's Command.
16 Avatar of Fury            6RR      Creature         6/6 Avatar. Flying. Firebreathing. Costs RR w 7-land opponent.                 4   3    3    5   2    4 3.52 Sim: Shivan Dragon, Lighting Dragon, etc.
15 Price of Glory            2R       Enchantment      Sack any land you tap for mana if it's not your turn.                          3   4    2    5   4    3 3.53 Keeps the instants down to the essentials.
14 Thundermare               5R       Creature         5/5 Thundermare. Haste. Taps all other creatures upon entry.                   3   5    4    4   2    3 3.55 Sim: Shrieking Mogg, in a pathetic way.
13 Ghitu War Cry             2R       Enchantment      Firebreathing for the creature of your choice, at will.                        5   3    3    3   3    4 3.56 Sim: Firebreathing, Crown of Flames, etc.
12 Crater Hellion            4RR      Creature         6/6 Beast. Echo. 4 damage to all other creatures upon entry.                   4   6    4    2   2    3 3.64 A defining red creature. Still not the best.
11 Sneak Attack              3R       Enchantment      Pay R to slam creature down with haste, sack at end of turn.                   7   3    3    2   2    4 3.67 As long as you have cards in your hand…
10 Insurrection              5RRR     Sorcery          Untap all creatures and control them with haste for turn.                      2   6    4    7   2    1 3.74 Sim: Temporary Insanity
 9 Chain of Plasma           1R       Instant          Lightning Bolts for discard until someone stops retaliating.                   6   4    4    4   3    1 3.85 Sim: Chain Lightning
 8 Repercussion              1RR      Enchantment      Damage to creatures hits their controllers as well.                            7   4    2    2   4    4 4.03 Of course, you're creatureless, right?
 7 Mana Flare                2R       Enchantment      Lands produce an additional mana of their color.                               5   4    2    2   8    3 4.07 Sets up the bomb - for everyone.
 6 Shivan Hellkite           5RR      Creature         5/5 Dragon. Flying. Pay 1R to deal one damage to any target.                   7   4    2    2   2    8 4.29 Sim: Crimson Hellkite
 5 Bloodfire Colossus        6RR      Creature         6/6 Giant. Pay R and sack to do 6 damage to board/players.                     7   7    3    2   2    3 4.33 Sim: Skirk Fire Marshal, Bloodfire Kavu, etc.
 4 Pandemonium               3R       Enchantment      Creatures deal their power to any target upon entry.                           5   6    1    3   7    4 4.48 Short of #1, the gutsiest red mage card.
 3 Thieves' Auction          4RRR     Sorcery          Put all permanents in a pile. The group drafts them.                           2   7    5    8   4    2 4.68 Really funny with token creatures.
 2 Radiate                   3RR      Instant          Multiply a targeted spell to hit all possible targets.                         1   7    8    8   2    3 4.73 Sim: Fork
 1 Furnace of Rath           1RRR     Enchantment      Whenever damage is dealt, double it.                                           8   6    2    1   6    4 4.78 Sim: Gratuitous Violence
avg                          C/E/S/I: 8/13/10/4                                                                                     3.8 4.4 3.3 3.1 2.7 3.1 3.47 9 under 3.0, 8 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                   All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                    Anthony Alongi and starcitygames.com


 #                                                   CARD MECHANICS                                                                   ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      BLACK                   Cost     Type              Jist of Text                                                                 RS GO SP PG PL CK COM
35 False Cure                 BB       Instant           Life gain = life loss for rest of turn.                                         1   2    6    3   2    2 2.51 Rather conditional, but highly effective.
34 Bone Harvest               2B       Instant           Rig your library with dead creatures. Draw an extra card.                       1   2    8    2   2    3 2.77 A backbreaker for your last 1-2 opponents.
33 Desolation Angel           3BB      Creature          5/4 Angel. Flying. Lose your lands. Kicker WW: Armageddon.                      2   6    4    2   0    2 2.78 Stats assume you paid kicker.
32 Innocent Blood             B        Sorcery           Each player sacrifices a creature.                                              2   3    4    4   2    2 2.80 Great early, often pathetic late.
31 Traveling Plague           3BB      Enchant Creature Enchanted creature slowly dies. Controller picks new dork.                       3   2    1    4   3    4 2.82 Sim: Takklemaggot
30 Tsabo's Decree             5B       Instant          Wax the creature type of your choice, nail a hand.                               2   4    5    2   2    2 2.82 This, Extinction roll vs. Onslaught.
29 Shambling Swarm            1BBB     Creature          3/3 Horror. Distributes 3 -1/-1 counters for turn when it dies.                 5   3    2    2   2    3 2.97 Sim: Plague Dogs, Festering Goblin
28 Braids, Cabal Minion       2BB      Creature          Each player sacks a non-enchantment during own upkeep.                          2   4    3    4   2    3 3.00 Like Innocent Blood, looks better earlier.
27 Contamination              2B       Enchantment       All lands produce B only. Sack a creature on your upkeep.                       4   6    2    1   1    3 3.05 Gorilla=7, Plankton=0 if sole black mage.
26 Subversion                 3BB      Enchantment       On your upkeep, you suck one life from every player.                            1   3    2    7   2    4 3.07 Sim: Syphon Soul
25 Mutilate                   2BB      Sorcery           All creatures get sunk by -your swamps/-your swamps.                            2   6    4    2   2    2 3.08 Sim: Massacre, Infest, Forced March, etc.
24 Rotlung Reanimator         2B       Creature          2/2 Zombie Cleric. Dying clerics return to you as 2/2 tokens.                   4   3    2    3   2    5 3.20 Future depends on how good clerics get.
23 Megrim                     2B       Enchantment       Opponents take 2 damage every time they discard.                                4   3    2    3   2    5 3.20 Increasingly classic staple in discard decks.
22 Underworld Dreams          BBB      Enchantment       Opponents take 1 damage every time they draw a card.                            4   3    2    4   1    5 3.21 Reeks of old-school goodness.
21 Ascendant Evincar          4BB      Creature          3/3 Legend. Flying. +1/+1 black creatures. -1/-1 all others.                    3   4    3    4   3    3 3.36 What infinite 1/1 squirrel tokens?
20 No Mercy                   2BB      Enchantment       When a creature hurts you, that creature dies.                                  7   3    1    2   2    4 3.39 Of course, you still take the damage!
19 Khabal Ghoul               2B       Creature          1/1 Ghoul. Grows at end of turn for each dying creature.                        4   3    2    6   2    3 3.40 Stellar in the wake of mass destruction.
18 Plague Wind                7BB      Sorcery           Bury all creatures you do not control.                                          2   7    5    2   2    2 3.42 An extreme option, but it gets the job done.
17 Bottomless Pit             1BB      Enchantment       Each player discards a card at random during own upkeep.                        2   5    3    5   1    5 3.49 This, Megrim are base of group discard.
16 The Abyss                  3B       Enchantment       Each player sacks a non-artifact creature during own upkeep.                    2   5    2    5   2    5 3.50 Untargetables are immune.
15 Syphon Mind                3B       Sorcery           All other players discard a card. You draw that many cards.                     3   2    4    7   2    4 3.57 Sim: Unnerve, Mind Swords
14 Phyrexian Infiltrator      2B       Creature          2/2 Minion. 2UU: Exchange control with another creature.                        5   3    3    4   2    4 3.57 "Minion?" "I assure you it's MR. Minion now."
13 Death Pits of Rath         3BB      Enchantment       When a creature bleeds, that creature dies.                                     5   5    1    2   3    5 3.66 Sim: Fatal Blow
12 Tombstone Stairwell        2BB      Enchantment       It's a very confusing zombie party - read the card!                             3   4    1    5   5    4 3.68 Feared combo card (Goblin Bombardment)
11 Chainer, Dementia Master   3BB      Creature          3/3 Minion Legend. Reanimates and does Nightmare tricks.                        5   3    2    6   2    4 3.75 Sim: Reanimate
10 Mindslicer                 2BB      Creature          4/3 Horror. All players discard their hands when this dies.                     7   4    3    5   1    3 4.06 What group discard needs: good beef.
 9 Patriarch's Bidding        3BB      Enchantment       Exhume everyone's favorite creature types.                                      2   5    3    6   7    2 4.13 Sim: Twilight's Call, Exhume, etc.
 8 Living Death               3BB      Sorcery           Dead creatures come back, living creatures die.                                 2   8    5    3   7    2 4.53 Still way more fun than Mutilate.
 7 Spreading Plague           4B       Enchantment       Each creature blows up its color upon entry.                                    5   5    2    5   5    5 4.58 Base of my amazing Illusion/Reality deck!
 6 Mortivore                  2BB      Creature          */* Lhurgoyf. * is all creature cards in all graveyards.                        5   5    3    8   2    4 4.61 A better Llurgoyf - just kill a creature first!
 5 Avatar of Woe              6BB      Creature          6/5 Avatar. Fear. Tap to smack dork. Costs BB with 10 dead.                     6   5    3    5   2    6 4.62 Sim: Visara the Dreadful
 4 Death Match                3B       Enchantment       Each creature sinks a dork -3/-3 upon entry for turn.                           6   5    1    3   8    4 4.64 Compare to Pandemonium - less risky.
 3 Thrashing Wumpus           3BB      Creature          3/3 Beast. Pay B for 1 damage to all creatures and players.                     7   6    2    2   2    8 4.69 Sim: Pestilence, Crypt Rats, etc.
 2 Last Laugh                 2BB      Enchantment       Pestilence upon each permanent's death. Needs a creature.                       7   6    2    4   2    6 4.73 A Pestilence with more group dynamic.
 1 Grave Pact                 1BBB     Enchantment       When you lose a creature, so does everyone else.                                8   4    1    7   2    5 4.74 The card that started this tradition.
avg                           C/E/S/I: 12/15/6/2                                                                                       3.8 4.2 2.8 4.0 2.5 3.8 3.58 7 under 3.0, 10 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                      All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                     Anthony Alongi and starcitygames.com


 #                                                    CARD MECHANICS                                                                   ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      BLUE                     Cost     Type             Jist of Text                                                                  RS GO SP PG PL CK COM
35 Jilt                        1U       Instant          Bounce a creature. Kicker 1R deals 2 damage to another.                          1   3    7    3   2    2 2.85 One of the slickest cards through the Mirari.
34 Ambassador Laquatus         1UU      Creature         1/3 Merfolk Legend. Pay 3 to mill 3.                                             5   2    2    2   2    4 2.91 The latest advance in multiplayer milling.
33 Wash Out                    3U       Sorcery          Bounce all permanents of one color.                                              2   4    4    3   3    2 2.99 Most commonly used with Sway of Illusion.
32 Unnatural Selection         1U       Enchantment      Pay 1 to change a creature's type (anything but wall).                           4   3    2    3   2    4 3.06 Can move past legend tricks with Onslaught.
31 Legacy's Allure             UU       Enchantment      Grows counters. Sack to steal a sufficiently small creature.                     6   4    0    3   2    2 3.12 Sim: Dominating Licid, Overmaster, etc.
30 Sunder                      3UU      Instant          Bounce all lands.                                                                1   6    6    2   2    2 3.15 The first step toward a Blood Oath.
29 Land Equilibrium            2UU      Enchantment      Everyone must keep to a certain maximum of lands.                                4   5    2    4   1    2 3.19 Gets nasty with a Mana Vortex.
28 Wonder                      3U       Creature         2/2 Incarnation. Flying. Gives your troops flying if dead.                       5   3    3    2   2    4 3.25 Sim: Levitation
27 Turbulent Dreams            UU       Instant          Discard X cards: bounce X nonland permanents.                                    2   6    7    2   2    1 3.36 Sim: Distorting Wake, Cephalid Constable
26 Trade Secrets               1UU      Sorcery          You draw more cards than an opponent; they may repeat.                           5   2    2    3   4    4 3.37 This, not Wheel and Deal, is the set's dealer.
25 Forbid                      1UU      Instant          Counterspell with buyback (discard 2).                                           4   4    5    2   2    3 3.38 Rattlesnake up, Spider down after buyback.
24 Capsize                     1UU      Instant          Boomerang with buyback (pay 3).                                                  4   4    5    2   2    3 3.38 Sim: Temporal Adept, Tradewind Rider, etc.
23 Stasis                      1U       Enchantment      No untap phase for anyone. Pay U on your upkeep.                                 4   7    4    1   0    3 3.38 Sim: Embargo, Rising Waters
22 Ensnare                     2UU      Instant          APC: Bounce 2 of your islands. Tap all creatures.                                1   5    7    3   3    2 3.40 Sim: Shoving Match, Deluge, etc.
21 Reins of Power              2UU      Instant          Switch armies for a turn with another player.                                    2   4    7    4   2    2 3.42 Sim: Cultural Exhange
20 Windfall                    2U       Instant          Everyone discards hand and draws cards to match highest.                         1   2    5    6   6    2 3.45 Combos with Megrim for a finishing touch.
19 Upheaval                    4UU      Sorcery          Bounce all permanents.                                                           2   8    5    2   1    2 3.47 Like Obliterate, effective but despised reset.
18 Misdirection                3UU      Instant          Targeted spell targets something else.                                           1   3    8    6   2    2 3.47 Sim: Deflection, Quicksilver Dragon, etc.
17 Rhystic Study               2U       Enchantment      Unless a spellcaster pays an extra 1, draw a card.                               3   1    2    7   2    7 3.51 So subtle, so powerful. People rarely pay.
16 Timetwister                 3U       Sorcery          Each player resets graveyard, library, and hand.                                 1   4    3    5   7    2 3.56 Sim: Windfall, Wheel and Deal
15 Arcane Laboratory           2U       Enchantment      Each player only gets one spell per turn.                                        4   3    2    7   2    3 3.56 Makes control thru countermagic a bit easier.
14 Dream Halls                 3UU      Enchantment      Players can play spells simply by discarding same color.                         4   4    2    2   6    3 3.56 Combo-riffic, but can be used without abuse.
13 Alexi, Zephyr Mage          3UU      Creature         3/3 Spellshaper Legend. Pay XU, 2 cards, Tap to bounce dorks.                    6   5    1    2   2    4 3.58 Sim: Evacuation, Waterfront Bouncer, etc.
12 Propaganda                  2U       Enchantment      Opponents must pay 2 to have a creature attack you.                              6   3    2    2   2    6 3.60 Sim: Collective Restraint, War Tax
11 Telepathy                   U        Enchantment      All other players play with hands revealed.                                      5   3    2    5   3    3 3.60 Compare to Revelation - privileged info good!
10 Equilibrium                 1UU      Enchantment      Pay 1 as your creatures arrive to bounce other creatures.                        5   5    2    2   2    5 3.65 Aluren forges well-worn combo.
 9 Spelljack                   3UUU     Instant          Counter a spell and steal it for yourself, when you're ready.                    5   3    7    5   1    2 3.86 Rattlesnake high while stolen spell sits ready.
 8 Quicksilver Dragon          4UU      Creature         Flying. Morph 4U. Pay U to deflect target spell.                                 5   4    6    2   2    4 3.87 Sim: Silver Wyvern
 7 Arcanis the Omnipotent      3UUU     Creature         3/4 Wizard Legend. Tap for 3 cards. Pay 2UU to bounce him.                       6   3    2    2   2    8 3.88 Sim: Treasure Trove, Archivist
 6 Standstill                  1U       Enchantment      Next person to play a spell gives everyone else 3 cards.                         5   2    0    7   7    3 4.04 Sim: Hesitation
 5 Blatant Thievery            4UUU     Sorcery          For each opponent, steal a permanent.                                            2   7    5    8   1    2 4.23 Sim: Confiscate, Dominate, etc.
 4 Aboshan, Cephalid Emperor   4UU      Creature         3/3 Cephalid Legend. Tap squid to tap dorks. UUU taps ground.                    6   5    2    3   3    7 4.45 Sim: Cephalid Retainer, Ensnare above, etc.
 3 Cowardice                   3UU      Enchantment      Targeting a creature bounces it.                                                 8   5    2    3   3    5 4.59 Sim: Sunken Hope
 2 Psychic Battle              3UU      Enchantment      Targeting favors the player about to draw the highest cost card.                 5   5    2    6   5    5 4.74 Fun to abuse - start with Scroll Rack, tutors.
 1 Zur's Weirding              3U       Enchantment      All hands revealed. Anyone can pay 2 life to mill a draw.                        6   4    0    5   8    5 4.76 See all, know all, stop all.
avg                            C/E/S/I: 6/14/5/10                                                                                       3.9 4.0 3.5 3.6 2.8 3.4 3.59 3 under 3.0, 5 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                       All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                   Anthony Alongi and starcitygames.com


 #                                                CARD MECHANICS                                                                     ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      WHITE                Cost     Type             Jist of Text                                                                    RS GO SP PG PL CK COM
35 Kor Chant               2W       Instant          Redirect damage from a creature you control to another creature.                   1   2    7    3   2    2 2.65 Sim: Mirror Strike
34 Prismatic Strands       2W       Instant          One color deals no damage. Flashback (tap white dork).                             3   3    4    2   2    2 2.69 White's Fog - interesting for now.
33 Blinding Angel          3WW      Creature         2/4 Angel. Flying. If it hits, defender skips a combat phase.                      4   3    1    1   3    4 2.75 Compare to Commander Eesha (ahead).
32 Serra's Blessing        1W       Enchantment      All of your creatures have vigilance.                                              4   3    2    2   2    3 2.76 Best with haste and trample creatures.
31 Avenger en-Dal          2W       Creature         1/1 Spellshaper. Pay 2W, discard, and tap to wax attacking dork.                   5   2    1    2   2    4 2.77 Sim: Lieutenant Kirtar, Swords to Plowshares
30 Heavy Ballista          3W       Creature         2/3 Soldier. Tap to deal 2 damage to attacking or blocking dork.                   5   2    1    2   3    5 3.06 Sim: Aven Archer, Catapult Master, etc.
29 Null Chamber            3W       Enchant World    You and an opponent each get to ban a card.                                        5   3    2    1   4    3 3.11 See what different players fear most!
28 Hypochondria            1W       Enchantment      Pay W and discard or sack to prevent 3 damage anywhere.                            6   2    1    2   3    4 3.13 Sim: Embolden
27 Equal Treatment         1W       Instant          Any time any source deals damage this turn, it deals exactly 2.                    1   3    7    2   5    2 3.14 Toolbox vs. Overrun, Furnace of Rath, etc.
26 Commander Eesha         2WW      Creature         2/4 Bird Soldier Legend. Flying. Protection from creatures.                        5   4    2    2   2    3 3.17 Sim: Beloved Chaplain
25 Exalted Angel           4WW      Creature         4/5 Angel. Flying. Gains you life when it hits. Morph 2WW.                         4   3    4    2   2    4 3.18 Sim: Warrior Angel, Spirit Link
24 Story Circle            1WW      Enchantment      Pay to W to prevent damage from a preselected color.                               6   2    2    1   2    6 3.24 Sim: Runes of Protection, Aegis of Honor, etc.
23 Rout                    3WW      Sorcery          Pay 2 more to play as an instant. Bury all creatures.                              1   6    7    2   2    2 3.29 The instant speed deserves a slot.
22 Congregate              3W       Instant          Target player gains 2 life for each creature in play.                              1   3    6    8   2    1 3.37 Best one-shot lifegain. Trite, but effective.
21 Shieldmage Advocate     2W       Creature         1/3 Cleric. Tap, regrow an opponent's card to prevent damage.                      5   2    1    3   4    5 3.37 Sim: Orim Samite Healer, etc.
20 Aurification            2WW      Enchantment      Creatures that damage you turn into walls.                                         7   3    1    2   2    4 3.39 White's version of No Mercy
19 Solitary Confinement    2W       Enchantment      You can't be targeted. You don't take damage. Card drain.                          7   3    2    2   2    3 3.39 Sim: True Believer, Ivory Mask
18 Soul Warden             W        Creature         1/1 Cleric. Whenever a creature comes into play, you gain 1 life.                  3   2    1    7   2    6 3.43 Good for 3-5 life. Fearsome in multiples.
17 Humility                2WW      Enchantment      All creatures are 1/1 and have no abilities.                                       4   5    3    2   3    3 3.45 Sim: Humble
16 Mobilization            2W       Enchantment      Soldiers have vigilance. Pay 2W to make a 1/1 solider token.                       4   3    2    2   2    8 3.46 Kjeldoran Outpost with an extra twist.
15 Moat                    2WW      Enchantment      Creatures without flying cannot attack.                                            6   4    2    2   3    3 3.53 Sim: Island Sanctuary
14 Karmic Justice          2W       Enchantment      Someone nail your non-creature? Nail that opponent's permanent.                    7   3    2    2   2    4 3.53 Excellent answer to Tranquility, Shatterstorm.
13 Radiant, Archangel      3WW      Creature         3/3 Angel Legend. Flying. Vigilance. +1/+1 for each other flyer.                   4   4    2    6   2    3 3.60 Sim: Serra Angel, Diving Griffin, etc.
12 Sigil of the New Dawn   3W       Enchantment      Whenever one of your creatures dies, pay 1W to return it to hand.                  6   3    1    2   2    7 3.60 Enduring Renewal w/out nasty combo flava.
11 Akroma's Vengeance      4WW      Sorcery          Destroy all non-land permanents.                                                   2   8    5    2   3    2 3.77 Sim: Wrath of God, Purify, etc.
10 Aura of Silence         1WW      Enchantment      Opponents' artifacts/enchantments cost +2. Sack to Disenchant.                     6   4    4    4   2    3 3.98 Sim: Purify, Devout Witness, Disenchant, etc.
 9 Reverent Mantra         3W       Instant          All creatures gain protection from a color until end of turn.                      1   5    8    2   7    2 3.98 Sim: Shelter, Cho-Manno's Blessing, etc.
 8 Eye of Singularity      3W       Enchant World    Blows up duplicate permanents, then preserves newest copies.                       2   6    3    6   4    3 4.02 With Clone's return, expect to see a revival.
 7 Balance                 1W       Sorcery          All follow lowest common denominator for creatures, hand, lands.                   2   8    5    6   1    2 4.11 Sim: Balancing Act, Cataclysm
 6 Wishmonger              3W       Creature         Any player can pay 2 to give a creature protection from a color.                   4   3    1    5   7    5 4.13 Try artifact creatures, Coalition Honor Guard.
 5 Parallax Wave           2WW      Enchantment      Fading 5. Remove a counter to suspend a creature from play.                        7   4    4    2   2    5 4.15 Sim: Liberate, Flicker
 4 Glory                   3WW      Creature         3/3 Incarnation. Flying. Pay 2W to protect your army if it's dead.                 7   5    2    2   2    6 4.21 Sim: Floating Shield, Mother of Runes, etc.
 3 Oath of Lieges          1W       Enchantment      Each player may go fetch land if they're behind on their upkeep.                   3   3    1    6   8    5 4.23 A more generous version of Land Tax.
 2 Limited Resources       W        Enchantment      Everyone goes down to five lands max. No more lands over 10.                       5   6    4    7   0    3 4.35 White's most vicious card.
 1 Mageta, the Lion        3WW      Creature         3/3 Spellshaper Legend. Pay 2WW, discard 2, tap for Wrath.                         8   6    2    2   2    6 4.62 Sim: False Prophet, Planar Collapse
avg                        C/E/S/I: 11/16/3/5                                                                                         4.3 3.7 2.9 3.0 2.8 3.8 3.50 5 under 3.0, 8 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                     All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                       Anthony Alongi and starcitygames.com


 #                                                   CARD MECHANICS                                                                      ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      GOLD                    Cost     Type             Jist of Text                                                                     RS GO SP PG PL CK COM
35 Fire/Ice                   1R/1U    Instant          Distribute 2 damage OR Tap a permanent and draw a card.                             1   2    7    2   2    2 2.49 An automatic 4x in any red/blue group deck.
34 Captain's Maneuver         XRW      Instant          Redirects X damage from one target to another.                                      1   3    7    2   2    2 2.69 Sim: Reflect Damage, Mirrorwood Treefolk
33 Lighting Angel             1WBR     Creature         3/4 Angel. Haste. Flying. Vigilance.                                                3   3    3    2   2    3 2.69 Sim: Charging Troll
32 Shadowmage Infiltrator     1UB      Creature         1/3 Wizard. Fear. Draw a card when this deals combat damage.                        4   2    2    3   2    3 2.72 Excellent early - will find a mark.
31 Order/Chaos                3W/3R    Instant          Wax attacking creature OR creatures cannot block.                                   1   3    7    2   3    2 2.84 Don't just play it on your turn!
30 Consume Strength           1BG      Instant          Transfer 2 P/T from one creature to another for the turn.                           1   3    7    3   2    2 2.85 Spiffy combat trick - can net up to 3 cards.
29 Suffocating Blast          1UUR     Instant          Counter a spell and deal 3 damage to any creature.                                  1   3    7    3   2    2 2.85 Easy to find a target in group.
28 Spontaneous Combustion     1BR      Instant          Sack a creature. Deals 3 damage to all creatures.                                   1   4    7    2   2    2 2.89 Find dorks with graveyard-triggered abilities.
27 Psychatog                  1UB      Creature         1/2 Atog. Gets +1/+1 when you discard or remove a dead card.                        4   3    2    2   2    4 2.90 Not just for tournaments! Watch hand size.
26 Mirari's Wake              3GW      Enchantment      Your lands produce an extra mana. Your creatures get +1/+1.                         4   4    2    2   2    3 2.96 When you absolutely must pay for fat.
25 Spinal Embrace             3UUB     Instant          Steal/untap a dork during combat. Sack at end of turn to gain life.                 1   3    8    3   2    2 2.99 Warm and comfy in your hand.
24 Mystic Snake               1UUG     Creature         2/2 Snake. May play as instant. Counterspell upon entry.                            2   3    7    2   2    3 3.04 Rattlesnake/cockroach up with bounce.
23 Savage Twister             XRG      Sorcery          Deal X damage to all creatures.                                                     2   6    4    2   2    2 3.08 Red won't splash it, but green should.
22 Void                       3BR      Sorcery          Choose a number, wax all creatures/artifacts at cost, nail a hand.                  2   6    4    2   2    2 3.08 A way for B/R to seek, nail enchantments.
21 Fires of Yavimaya          1RG      Enchantment      Your creatures have haste. Sack to give a dork +2/+2 for turn.                      5   3    3    2   2    3 3.11 Saproling Burst: still this card's best trick.
20 Hymn of Rebirth            3GW      Sorcery          Snag a creature from any graveyard and put it into play.                            2   3    4    6   2    2 3.12 Chainer used to be green-white!
19 Anurid Brushhopper         1GW      Creature         3/4 Beast. Discard 2 cards to suspend this from play for turn.                      6   2    2    2   2    4 3.12 Natural for Akroma's Vengeance, etc.
18 Decimate                   2RG      Sorcery          Destroy one land, one artifact, one creature, one enchantment.                      2   4    4    5   2    2 3.16 Sim: Hull Breach
17 Sol'Kanar the Swamp King   2UBR     Creature         5/5 Legend. Swampwalk. Gain 1 life upon every black spell.                          4   3    2    4   2    4 3.22 Torment cards are still good. Play it.
16 Sliver Queen               WUBRG Creature            7/7 Sliver Legend. Pay 2 to make a 1/1 sliver token.                                4   4    2    2   2    5 3.24 Assumes Muscle, Crystalline are imminent.
15 Hunting Grounds            GW       Enchantment      If you have threshold, play creatures for free in opponents' wake.                  5   3    2    3   2    4 3.27 Ratings assume you have threshold.
14 Fiery Justice              1RGW     Sorcery          Distribute 5 damage. Target opponent gains 5 life.                                  2   4    4    3   5    2 3.29 One of the first "pigeons", especially for gold.
13 Phantom Nishoba            5GW      Creature         0/0 Beast Spirit. Trample. Starts 7/7, damage just shrinks it.                      4   5    2    2   2    4 3.30 Ley Line. Ley Line! LEY LINE!
12 Iridescent Angel           4WU      Creature         4/4 Angel. Flying. Protection from all colors.                                      5   5    2    2   2    3 3.37 "Where's that @#$&ing Lotus Guardian!?!"
11 Breathstealer's Crypt      2UB      Enchantment      Each player reveals draw, and pays 3 life to keep a creature.                       2   4    1    2   4    8 3.40 Use with incarnations, or Zombify.
10 Aura Shards                1GW      Enchantment      Every time you get a creature, you can Disenchant something.                        4   5    3    2   2    4 3.44 Looks pretty with Aether Mutation, etc.
 9 Cromat                     WUBRG Creature            5/5 Dragon Legend. Five enemy color abilities, all of them tasty.                   5   5    1    2   2    5 3.51 Mana-intensive, but a fairly sure closer.
 8 Dromar, the Banisher       3WUB     Creature         6/6 Dragon Legend. Flying. Combat damage bounces a color.                           5   5    1    4   2    5 3.83 Color play is helpful, such as Blind Seer.
 7 Treva, the Renewer         3GWU     Creature         6/6 Dragon Legend. Flying. Combat damage gains life.                                4   4    1    7   2    5 3.90 Fine removal for (chump-blocking) flyers.
 6 Seer's Vision              2UB      Enchantment      All opponents play hands revealed. Sack to force one discard.                       5   3    3    6   3    3 3.90 Information and power, all in one card.
 5 Vampiric Dragon            5BR      Creature         5/5 Vampire Dragon. Flying. Grows with kills. 1R nicks a dork.                      6   4    2    2   2    7 3.94 A one-card reason for Terminate in group.
 4 Powerstone Minefield       2RW      Enchantment      Attacking and blocking creatures take 2 damage.                                     6   4    3    2   3    5 3.95 Fervent Charge, Karn Silver Golem fit well.
 3 Questing Phelddagrif       1GWU     Creature         4/4 Phelddagrif. Gains flying, pro-black/red, or +1/+1 for a price.                 5   5    1    3   8    6 4.71 Sim: Phelddagrif
 2 Rith, the Awakener         3RGW     Creature         6/6 Dragon Legend. Flying. Combat damage grows 1/1 saps.                            5   6    1    8   2    6 4.81 Builds on own success - best gold creature.
 1 Pernicious Deed            1BG      Enchantment      Pay X, sack to wax all non-land permanents costing X or less.                       8   8    4    2   2    3 4.88 Best in gold - and best overall.
avg                           C/E/S/I: 15/8/5/7                                                                                           3.5 3.9 3.5 2.9 2.4 3.5 3.33 10 under 3.0, 3 4.0 or over



DRAFT AS OF 7/13/2011                                                                                                         All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                  Anthony Alongi and starcitygames.com


 #                                               CARD MECHANICS                                                                     ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      ARTIFACTS          Cost      Type                Jist of Text                                                                 RS GO SP PG PL CK COM
30 Worry Beads                   3 Artifact            Each player mills a card before their draw step.                                2   3    2    3   3    3 2.65 Sim: Whetstone, Grindstone, Millstone
29 Chimeric Staff                3 Artifact            X turns this into an X/X artifact creature.                                     4   2    2    2   2    4 2.70 Sim: Chimeric Idol, Chimeric Sphere
28 Slate of Ancestry             4 Artifact            Pay 4, discard hand, and Tap to draw cards = your creatures.                    4   2    2    2   2    4 2.70 Overextension is…good?
27 Teferi's Puzzle Box           4 Artifact            Each player cycles their hand through library before drawing.                   2   4    3    2   3    3 2.83 Instants, board abilities, and cheap spells rule.
26 Angel's Trumpet               3 Artifact            All creatures have vigilance. Tap/damage penalty for sitters.                   2   4    2    2   4    3 2.84 Like Serra's Blessing, play with haste, etc.
25 Viseling                      4 Artifact Creature   2/2. Each opponent takes 1 damage on upkeep for each card <3.                   3   3    2    4   2    3 2.87 Sim: Rackling, The Vise, Iron Maiden, etc.
24 Riptide Replicator           X4 Artifact            Make your favorite creatures, at X/X size.                                      4   3    2    2   2    4 2.90 Sim: Volrath's Laboratory, Snake Basket
23 Bubble Matrix                 4 Artifact            All damage dealt to creatures is reduced to 0.                                  3   4    2    2   4    3 3.05 When your plan is "over the top."
22 Powerstone Matrix             4 Artifact            Tap to give a dork flying, first strike, trample, and +1/+1.                    4   3    2    2   3    4 3.05 Makes Mons's Goblin Raiders good.
21 Caltrops                      3 Artifact            Each attacking creature takes 1 damage.                                         4   3    2    2   4    3 3.06 Most players enjoy the defensive boost.
20 Predator, Flagship            5 Artifact            Pay 5 to give a dork flying. Pay 2, Tap to wax said dork.                       5   3    2    2   2    4 3.11 Sim: Pit Trap
19 Storm Cauldron                5 Artifact            Players can play an extra land. Lands bounce when tapped.                       4   4    2    2   4    3 3.26 Strangely, works a lot like the Puzzle Box…
18 Winter Orb                    2 Artifact            Each player may only untap one permanent per turn.                              4   7    2    2   0    3 3.26 Sim: Tangle Wire, Stasis Orb
17 Smokestack                    4 Artifact            Players have to sack a growing number of permanents.                            4   4    2    4   2    3 3.28 Combine with Braids, Innocent Blood, etc.
16 Barbed Wire                   3 Artifact            Each player takes 1 damage on their upkeep. You can prevent.                    4   3    2    4   3    4 3.37 Sim: Copper Tablet, Time Bomb
15 Thran Weaponry                4 Artifact            Tap to give creatures in play +1/+1. You may keep tapped.                       3   3    2    4   5    4 3.46 Sim: Infinite Hourglass, Tawnos's Weaponry
14 Dragon Arch                   5 Artifact            Pay 2 and Tap to slam down gold creature.                                       6   3    3    2   2    4 3.46 Sim: Belbe's Portal, Quicksilver Amulet
13 Mirari                        5 Artifact            Duplicate your sorceries and instants for 3 each.                               4   4    3    2   2    7 3.66 Best in team, quite decent in chaos.
12 Horn of Greed                 3 Artifact            Whenever a player plays a land, that player draws a card.                       3   3    2    2   7    6 3.72 Nice with Burgeoning, Exploration, etc.
11 Helm of Awakening             1 Artifact            All spells cost 1 less.                                                         3   3    2    2   7    6 3.72 Great in multi-color splash decks.
10 Legacy Weapon                 7 Artifact            Pay WUBRG to remove target permanent from the game.                             7   4    2    2   2    4 3.73 When it absolutely, positively has to go.
 9 Ensnaring Bridge              3 Artifact            Nothing with power > the number of cards you hold attacks.                      7   4    2    2   3    3 3.74 Slows down game without hurting anyone.
 8 Phyrexian Splicer             2 Artifact            Pay 2 and Tap to move one of four abilities to another dork.                    4   3    3    6   3    4 3.83 Flying, trample, first strike, or shadow.
 7 Jinxed Idol                   2 Artifact            Deals 2 damage to you each upkeep. Sack dork to pass.                           3   2    2    7   4    6 3.87 Sim: Jinxed Ring
 6 Masticore                     4 Artifact Creature   4/4. Pay 2 to deal 1 damage to a creature, or to regenerate.                    5   5    3    2   2    6 3.93 Machine guns are made for multiple targets.
 5 Beast of Burden               6 Artifact Creature   */*. * equals the number of creatures in play.                                  4   5    2    8   2    3 4.12 How about that Symbiotic Wurm?
 4 Portcullis                    4 Artifact            Entering creatures suspended if more than 2 exist already.                      4   5    3    7   2    4 4.24 Comes-into-play effects still happen…twice.
 3 Howling Mine                  2 Artifact            Each player draws an extra card during draw step.                               3   3    2    3   8    8 4.31 Nothing more beloved than this classic.
 2 Coat of Arms                  5 Artifact            Creatures get +1/+1 bonus for each friend of their type.                        2   5    4    7   6    3 4.42 Onslaught's most favored old card.
 1 Nevinyrral's Disk             4 Artifact            Enters tapped. Pay 1, Tap, sack to wax all non-land permanents.                 8   8    2    2   2    3 4.60 Sim: Powder Keg
avg                                                                                                                                  4.0 3.7 2.3 3.2 3.2 4.1 3.46 8 under 3.0, 5 4.0 or over (only 30 total)




DRAFT AS OF 7/13/2011                                                                                                    All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                                                                                                                Anthony Alongi and starcitygames.com



 #                                                     CARD MECHANICS                                                                     ANIMAL ELEMENTS (0-8) SIMILAR CARDS AND NOTES
      LANDS                                 Type             Jist of Text                                                                 RS GO SP PG PL CK COM
18 Gaea's Cradle                            Legendary Land   Get G for each creature you control (activated).                                1     2     4     3     2     4 2.51 Sim: Serra's Sanctum, Tolarian Academy
17 Rainbow Vale                             Land             Tap for any mana, then pass to someone else (activated).                        1     1     2     4     6     3 2.65 Give to the mono-mage to keep secure.
16 Strip Mine                               Land             Sack to blow up a land (activated).                                             4     3     3     2     2     3 2.90 Sim: Wasteland, Rishadan Port, Dust Bowl
15 Nantuko Monastery                        Land             Turns into a 4/4 first striker with GW, Threshold (activated).                  4     3     2     2     2     5 3.04 Sim: Mishra's Factory, Treetop Village, etc.
14 Safe Haven                               Land             Suspend creatures from the game for a while (activated).                        5     3     1     2     2     5 3.11 A land version of Parallax Wave.
13 Keldon Necropolis                        Land             Sack a creature to deal 2 damage to any target (activated).                     5     3     2     2     2     4 3.11 Sim: Cabal Pit, Barbarian Ring, etc.
12 Glacial Chasm                            Land             Pay increasing life for invulnerability to damage (continuous).                 7     2     1     1     2     5 3.17 Not advisable in large groups, good in pinch.
11 Balduvian Trading Post                   Land             Deal damage to an attacking creature (activated).                               4     3     2     2     3     5 3.19 Sim: Quicksand, Island of Wak-Wak, etc.
10 The Tabernacle at Pendrell Vale          Legendary Land   Add 1 to each creature's upkeep (continuous).                                   2     5     3     4     2     3 3.20 A land version of Pendrell Mists.
 9 Winding Canyons                          Land             Pay your creatures at instant speed (activated).                                5     3     2     2     2     5 3.25 Sim: Griffin Canyon
 8 Kjeldoran Outpost                        Land             Make 1/1 Soldier tokens (activated).                                            4     3     2     2     2     7 3.32 A land version of Mobilization.
 7 Yavimaya Hollow                          Legendary Land   Regenerate target creature (activated).                                         4     3     2     3     3     5 3.35 Sim: Pendlehaven, Daru Encampment, etc.
 6 Diamond Valley                           Land             Sack a creature to gain life (activated).                                       8     2     2     2     2     3 3.40 Sim: High Market, Starlit Sanctum, etc.
 5 Contested Cliffs                         Land             Set a Beast up against another creature (activated).                            5     3     2     3     2     5 3.41 Sim: Arena
 4 Kor Haven                                Legendary Land   Pick a creature and prevent its combat damage (activated).                      5     3     2     3     3     5 3.56 Sim: Maze of Shadows, Maze of Ith
 3 Karakas                                  Legendary Land   Bounce legends (activated).                                                     4     3     4     3     2     6 3.62 Best held back for a mild surprise.
 2 Volrath's Stronghold                     Legendary Land   Return a creature card to the top of your library (activated).                  5     2     3     3     2     8 3.77 Sim: Unholy Grotto
 1 Shivan Gorge                             Legendary Land   Deal 1 damage to all opponents (activated).                                     4     4     3     8     2     5 4.34 Slow, but steady - and terrific in team.
avg                                                                                                                                        4.3 2.8 2.3 2.8 2.4 4.8 3.53 3 under 3.0, 1 4.0 or over (only 18 total)
      ELEMENT KEY                                                                                                                         WEIGHTS            (Default)    (Actual)
      RS = Rattlesnake (warn off, go elsewhere)                                                                                           RS                      21           21
      GO = Gorilla (pound board, affect multiples)                                                                                        GO                      20           20
      SP = Spider (trap and surprise opponents)                                                                                           SP                      14           14
      PG = Pigeon (mooch off of numbers)                                                                                                  PG                      16           16
      PL = Plankton (feed the world)                                                                                                      PL                      15           15
      CK = Cockroach (repeat effects, add resources)                                                                                      CK                      14           14
      COM = combined (weighted) formula                                                                                                   COM                                 100

      ELEMENT RATING KEY                                                                                                                               OVERALL
      0 = Nonexistent. Antithesis of element.                                                                                             RS     GO    SP    PG    PL    CK    COM
      1 = Very low. Element rarely applies.                                                                                      GREEN    4.0    4.3   2.4   3.4   3.6   3.9   3.67
      2 = Low. Element may apply in special cases.                                                                                  RED   3.8    4.4   3.3   3.1   2.7   3.1   3.47
      3 = Medium Low. Element has some presence.                                                                                 BLACK    3.8    4.2   2.8   4.0   2.5   3.8   3.58
      4 = Medium. Element available fairly readily.                                                                                BLUE   3.9    4.0   3.5   3.6   2.8   3.4   3.59
      5 = Medium high. Element applies easily.                                                                                    WHITE   4.3    3.7   2.9   3.0   2.8   3.8   3.50
      6 = High. Element defines card.                                                                                             GOLD    3.5    3.9   3.5   2.9   2.4   3.5   3.33
      7 = Exceptional at element.                                                                                              ARTIFACT   4.0    3.7   2.3   3.2   3.2   4.1   3.46


DRAFT AS OF 7/13/2011                                                                                                          All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.
HALL OF FAME V.6                                                                       Anthony Alongi and starcitygames.com


   8 = Ultimate. Best in color for element.       LAND 4.0 4.0 3.0 8.0 2.0 5.0 4.34




DRAFT AS OF 7/13/2011                         All appropriate Magic: the Gathering names and trademarks are copyrighted by Wizards of the Coast.

				
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