Categorized | Mechanix

Shadow

Posted on 25 October 2006 by Dominic Hodgson

Intro
Storm in my Heart by Scarred IV Life

As usual, we start off with a look at the Comprehensive Rules for shadow.

Shadow in Time Spiral
Dauthi Slayer
Drifter il-Dal
Faceless Devourer
Looter il-Kor (a variation of Merfolk Looter)
Nether Traitor (the new Nether Shadow)
Shadow Sliver (Winged Sliver variant)
Soltari Priest
Stronghold Overseer
Traitor’s Clutch
Trespasser il-Vec
Zealot il-Vec (a throwback to Farrel’s Zealot)

History of Shadow
Where the roots of the ability may have come from, and a note about how shadow almost made it into Kamigawa.

Shadows of the Past
What shadow was like during Tempest block. The aggressive black Dauthi, the white weenie styled Soltari, and the blue Thalakos with their interesting abilities. Mention was made of the only multicolored shadow creature, Soltari Guerrillas. Also a small story on how shadow influenced Magic (for better or for worse), causing quite a stir.

Using Shadow Effectively
Possible strategies using shadow cards. Mentioned for BW aggro decks include Bad Moon, Glorius Anthem, and Crusade.

Cards that give other creatures shadow: Shadow Rift and Dauthi Embrace, both of which are usable with creatures that have an ability based on hitting the opponent (like Phage the Untouchable, Raven Guild Master, and poison creatures.

Bonus combo: Dauthi Cutthroat + Dauthi Trapper.

Stopping Shadow
How to deal with shadow? Pass up cards like CoP: Shadow, Maze of Shadows, and Shadowstorm in favor of more traditional methods to deal with creatures.

Favorite card and decklist
Looter il-Kor and Nether Traitor are featured in this Standard-legal deck: In the Shadows http://www.essentialmagic.com/Decks/View.asp?ID=501312

Leave a Reply

    Sealed Deck
    • 2+ players
    • Each player needs 1 Tournament pack and 3 booster packs
    • Players simply open their tournament packs and the cards from three additional booster packs and build a deck from the cards they opened. Guidelines require a minimum deck size of 40 cards and allow players to add as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) to their card pools as they like.

    Booster Draft
    • 4-8 players
    • Each player needs 3 booster packs
    • At the start of a Booster Draft, each player opens a booster pack and picks the card he or she wants from it. (You can't see the cards that the other players draft.) Then each player passes the rest of the pack to his or her left. You pick up the pack that was passed to you, select a card, and pass the rest to your left. This process continues until all the cards have been drafted. Next, each player opens a second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third pack and pass to the left again.
      Once all the packs have been drafted, players build decks from the cards they selected, adding as many basic lands (Plains, Islands, Swamps, Mountains, and Forests) to their decks as they like. Each deck must have at least 40 cards.
    Tribal Wars
    • One-third of every deck must be of a single creature type (e.g. "Merfolk" or "Beast")
    • Each deck must contain at least 60 cards, and players may build decks using Standard, Extended, Legacy, or Vintage deckbuilding rules.
    • You can use creatures of other creature types, but they do not count towards the "1/3 of single creature type" rule.

    Singleton
    • aka "Highlander"
    • No two cards in a player's deck can share a name unless they're basic lands (Plains, Islands, Swamps, Mountains, and Forests). Players can use Standard, Extended, Legacy, or Vintage deckbuilding rules.