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Nummy Plays: Innistrad Limited Review (White)

Hello! My name is Kenji Egashira and I am a huge Magic fanatic. I have been playing mostly nonstop since 1999, when I was but a wee lad of ten years, but have more recently started playing on a more competitive level. While I do not have any Pro Tour experiences, nor have I played in many larger events outside of MTGO, I do know that I have a good grasp when it comes to playing in limited formats. I do hope to eventually jump onto the standard bandwagon but for now will stick with the limited advice. In this article I will attempt to give a brief synopsis of what I feel the cards in Innistrad have to offer in terms of limited play. Let’s get to it!

Let’s start off with a scale (as seen on ChannelFireball) as to rate the cards with:

5.0: I will always play this card. Period.

4.5: I will almost always play this card, regardless of what else I get.

4.0: I will strongly consider playing this as the only card of its color.

3.5: I feel a strong pull into this card’s color.

3.0: This card makes me want to play this color. (Given that I’m playing that color, I will play this card 100% of the time.)

2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I’m playing that color, I will play this card 90% of the time.)

2.0: If I’m playing this color, I usually play these. (70%)

1.5: This card will make the cut into the main deck about half the times I play this color. (50%)

1.0: I feel bad when this card is in my main deck. (30%)

0.5: There are situations where I might sideboard this into my deck, but I’ll never start it. (10%)

0.0: I will never put this card into my deck (main deck or after sideboarding). (0%).

White

[card]Abbey Griffin[/card] – 2.0

This ‘baby’ Serra Angel isn’t anything special, but 2/2 flier for four is fine. As usual for limited, flying is actually quite relevant, and getting in for two a turn while still having a blocker is more than acceptable. If you’re white – you’ll be playing this, just like abbey playing this. (Too much of a pun stretch?)

[card]Angel of Flight Alabaster[/card] – 4.0

4/4 fliers for five mana are the standard these days. The fact that it only requires a single colored mana allows for this to be easily splashed, and the ability can oftentimes be relevant in longer games (especially if you’re in white/blue). I’m not saying this is your dream open but it does some fine work regardless of the situation.

[card]Angelic Overseer[/card] – 3.5

This only rates lower than the Angel of Flight Alabaster because of the restrictive double white in its casting cost; otherwise this is awesome. An auto-include in white decks, where the proportion of human-type creatures is relatively high, getting the overseer with its other abilities makes combat situations nearly impossible for the opposing player – especially if you have more than one human on the board. No human? No problem. A 5/3 flier for five will still make quick work of your opponent. Open this and be happy.

[card]Avacynian Priest[/card] – 2.0-3.0

Along with the priest, there are a few cards in Innistrad which are catered to specific interactions with other cards of a certain creature type(s). Against most decks the priest is going to be a solid tapper, but there are decks against which he will simply be a two-mana 1/2 body. While you are always going to run him if you’re playing plains, there are going to be instances where your opponent will only have human-type creatures on the board. Strong, but somewhat conditional.

[card]Bonds of Faith[/card] – 2.5

An interesting twist on the pacifism mechanic, Bonds of Faith is a very playable card. There might be rare instances where it sits in your hand, staring at a bunch of humans from your opponent or non-human creatures on your side, but I’m going to assume it works in your favor most of the time. Whether it is acting as a Giant Strength on one of your guys, or turning off their best non-human creature – have some faith! You won’t be too disappointed with this card.

[card]Champion of the Parish[/card] – 2.5

Initially I was going to give the champion a variable rating of 1.0-3.0, but then I took a look at just how many humans there are in the set. He’s never going to be absolutely insane, but if you can land him on turn 1 and lay down a few more humans in the following turns he can get out of control. While nothing super impressive, I’m probably going to run this guy if I have five or six other humans in my pool.

[card]Chapel Geist[/card] – 3.0

Solid. Just solid. While the double white in the cost can be a burden, a 2/3 flier for three is well worth the cost and something that I look for when choosing colors. I will happily play as many of these as I can in both draft and sealed.

[card]Cloistered Youth[/card] – 2.5

Another very solid card that I will always play in my white decks; the youth is such a beating. It can be an awkward topdeck in situations where you need to stop opposing attacks or are low on health, sure. However, the situations where you lay her down early and just start beating can make quick work of games and I feel it negates any of the potential downsides.

[card]Dearly Departed[/card] – 3.5

A typical ‘dragon’, the Dearly Departed serves as whites typical 5/5 flier for six. While very playable were it just a vanilla, the ability is actually quite relevant in this set. Assuming it has somehow found its way to the graveyard, the departed is going to give a nice little boost to all your humans. Not splashable, but certainly playable.

[card]Divine Reckoning[/card] – 3.5

Innistrad’s board sweeper, Divine Reckoning is an interesting spin-off of regular wrath effects. While there are certainly nice scenarios you can mold to make this card insane, in the end both players are still going to keep their best creature. It is pretty nifty to note that this card works extremely well with all of the white token producers – but in the end if your opponent’s chosen creature outclasses yours, you are still in a bit of a rough spot. To note, once it has been cast, it does dissuade from any other over committing because of the flashback.

[card]Doomed Traveler[/card] – 2.0

Doomed to be a fringe card, the traveler actually gets a rating of 2.0 because of its ability to turn off an opponents’ werewolf shenanigans. In any other set this would most likely only make it into your deck as the 23rd card, but because of the relevance of casting spells at certain times in this format it is actually playable. I won’t be excited with this card, but you could certainly do worse.

[card]Elder Cathar[/card] – 2.0

A gray ogre with a somewhat useful ability and a very relevant creature type, the elder is going to make your white decks but not be the diamond in the rough you hope it to be. Sure it pumps one of your guys on death, but it’s just a cute little trick, nothing more. (This becomes better with surprise sacrifice outlets!)

[card]Elite Inquisitor[/card] – 3.0

This guy just completely blanks many creatures in the format. Vigilance and protection from a ton of creatures makes this a very playable card, one you will be happy to have. As with quite a few of the white cards in this set the mana cost is restrictive, yet any deck playing white will want to snap these up. Just a very solid card, nothing more to say.

[card]Feeling of Dread[/card] – 1.5-2.0

Falter and tap spells aren’t usually the most impressive cards to have in your decks, but having flashback certainly improve this card. Naturally, this card is best if you can also pay for the flashback cost, but is fine by itself.

[card]Fiend Hunter[/card] – 3.5

One of the best utility creatures, this white faceless butcher is the real deal. Sure, double white hurts your chances of playing this, but this does all the work you could want a creature to do. Be wary of blowouts if your opponents have removal, but take this card early in draft/play it in sealed.

[card]Gallows Warden[/card] – 2.5

Not exciting, not terrible. The warden is fine as a simple 3/3 flier for five. If you happen to have any spirits or spirit producers his value goes up slightly, but he never becomes crazy. Play it if you are in white, splash it if you are short of playables, but don’t be slamming these too early in draft.

[card]Geist-Honored Monk[/card] – 3.5

At the very worst (you have no other creatures) this comes down as a 3/3 vigilance with two 1/1 flying buddies for five mana. Let that sink in. At the very worst you get five power and toughness, split into three creatures, for five mana. This outclasses most creatures and should be valued accordingly. Sure it isn’t a splash card, but if you are in white you will be honored to play this.

[card]Ghostly Possession[/card] – 1.0

Gaseous Form was never very exciting and the white version remains true to that. You will never be happy playing this in your main deck, but with the amount of very strong creatures across all rarities I can see you playing this as a 23rd. More than likely you will be sideboarding it in versus creatures you would not otherwise be able to handle or in decks where you are otherwise removal light.

[card]Intangible Virtue[/card] – 1.0-2.5

This card varies completely based around the other cards in your deck. If you can get multiple token producers and creatures that create tokens when they hit the graveyard, then I could potentially see the utility of running this card. In most instances, however, this card is never going to make your deck and I would not necessarily recommend trying to force it.

[card]Mausoleum Guard[/card] – 3.0

If I am white I will always play this card – you just get so much value! A 2/2 for four is certainly nothing to be happy about, but as soon as it does you get two more bodies! Opponents will almost never be happy to trade another creature for this because of the value you will be getting. Works well with Intangible Virtue, overall very solid card.

[card]Mentor of the Meek[/card] – 2.5-3.0

The mentor won’t pull me into white, but if I am in white I will run this card 100% of the time. I cannot foresee a deck that does not run at least a few creatures with two or less power, meaning this card is going to provide some decent card advantage. And hey, at the very worst you get a gray ogre!

[card]Midnight Haunting[/card] – 3.5

The upgraded Master’s Call is the real deal. It may not be Spectral Procession, but it does a damn good job at what it does. Whether it’s creating two surprise blockers or attackers, this card will always make it into my white decks and should be valued relatively high.

[card]Mikaeus, the Lunarch[/card] – 4.5

I’m a bit wavering on the value of this card, but it certainly is between a 4.0 and a 4.5. Good in the early game and awesome in the late game, Mikaeus creates a board presence that is hard to deal with, increasing the power level of your other creatures in the process. It’s so strong that I feel like I will often splash it regardless of my deck because of the ease of casting it. Open this and play it.

[card]Moment of Heroism[/card] – 1.5

This card is similar to Mighty Leap, but has a little bit different of applications. A fine combat track on its own, Moment of Heroism can turn the tide of racing situations very easily. While it might not always make your white decks, I won’t ever be too upset running one.

[card]Nevermore[/card] – 0.5

If your opponent has a few copies of a few cards, or just one card that you cannot beat otherwise, sure you can sideboard it in. Otherwise it is garbage – need I say more?

[card]Purify the Grave[/card] – 1.0

There is a lot of utility to be had with the graveyard in this, which makes this card somewhat maindeckable. While you won’t be happy about it, and are more likely than not relegating it to sideboard duties, it can be quite good against decks heavy with flashback, skaab creatures, or other means of utilizing the graveyard.

[card]Rally the Peasants[/card] – 1.0

In a very aggressive deck this card can serve to punch through quite a bit of damage, especially if you have a lot of token creatures. Other than very fast decks with a lot of creatures, keep this deck in the sideboard, even if you can play the flashback.

[card]Rebuke[/card] – 3.0

Solid removal is solid. Always makes your white decks and can easily be splashed into others. Take them and play them.

[card]Selfless Cathar[/card] – 1.5

Not good by any means of the imagination but playable because of werewolves and the cute combat trick. It is also a human…I guess there’s that.

[card]Silverchase Fox[/card] – 2.0

You aren’t going to cut this from many of your white decks, seeing as how bears are actually relevant in this format and the ability is a nice touch, but there are certainly better things to have. Gains value if your opponent is running auras or other enchantments, but just a fine creature overall.

[card]Slayer of the Wicked[/card] – 4.0

No joke, this guy is the real deal. I would be surprised to see a deck that did not run some sort of vampire, werewolf, or zombie, and this guy takes care of them while also providing a decent body. The slayer is easily splashable and just dominates many decks. Don’t pass him over for much.

[card]Smite the Monstrous[/card] – 2.5

You are going to run this card a majority of the time, and can even splash it against decks that provide you with multiple targets. It isn’t the best removal spell, but it does take care of a lot of the harder to deal with threats in the format, all at instant speed. The casting cost is a bit high, but if you are taking care of a creature with 4 power, I’ll assume you are still getting the better end of the deal.

[card]Spare from Evil[/card] – 1.5

Another fringe card, I’ll spare you the puns and just say that this card can lead to potential blowouts, but more oftentimes than not will be relegated to the sideboard until you can see what kind of creatures your opponent is playing.

[card]Spectral Rider[/card] – 2.0

If you are playing white you are almost decidedly playing spectral rider. It may be a little bit harder to cast than a normal bear, but it provides a source of unblockable damage against many decks. It is obviously best on turn two, meaning you should be predominantly white, but is fine at getting through damage at most stages of the game.

[card]Stony Silence[/card] – 0.5

[card]Thraben Purebloods[/card] – 2.0

Hey look! Siege Mastodon.

[card]Thraben Sentry[/card] – 2.0

A 2/2, even with vigilance, is pretty bad for four mana. The nice thing about this flip-card is that it is one of the few that does not flip back over once it has transformed. The sentry creates tough situations for your opponent in that it presents the ever looming threat of a 5/4 with trample as soon as another one of your creatures dies. If you’re in white you won’t cut this card because it creates tumultuous positions for your opponent while providing a threat

[card]Unruly Mob[/card] – 1.5

Not a very exciting card, but one that is obviously better the sooner it enters the battlefield. While blocking/trading may not be as important as it was in the bloodthirst days of M12, if unchecked he provides an ever-growing body. That being said, you probably shouldn’t run the mob in all situations, it is just too fragile and lackluster when it first enters, especially since it only gets bigger when your creatures die. I suppose you could combo this with Divine Reckoning?

[card]Urgent Exorcism[/card] – 1.0

You won’t be maindecking this card unless you are very low on playables but this is a fine sideboard card if your opponent has a few spirits/enchantments.

[card]Village Bell-Ringer[/card] – 2.0

The bell-ringer is to Innistrad as Deceiver Exarch was to New Phyrexia. The bell-ringer can lead to some combat blowouts or simply provide a surprise creature. While not particularly strong by itself, a 1/4 is a very sturdy creature – the fact that it can completely wreck an opponent’s attacks makes this a fine card to include in your white decks.

[card]Voiceless Spirit[/card] – 3.0

Two-power fliers for three are the norm, but the fact that this has first strike is actually a huge boon. The spirits go head-to-head with most of the non-rare creatures in Innistrad and are one of the best, aggressively-cost fliers you could want. Play them and be happy.

Phew! So that is my brief limited review of the white cards in Innistrad. As the pure color, white does not contain any of the vampires, werewolves, or zombies, and instead contains humans and spirits. Unsurprisingly, fliers and tokens are a large part of white’s arsenal, and it contains a lot of niche cards that do a good job of taking care of all sorts of threats. The power level is moderate, but the removal is certainly something to watch out for.

That’s all for now, tune in next time to take a look at blue and it’s bevy of interesting spells and zombies creatures!

NumotTheNummy’s Personal Top 5 White Commons/Uncommons

1. [card]Fiend Hunter[/card]

2. [card]Slayer of the Wicked[/card]

3. [card]Midnight Haunting[/card]

4. [card]Voiceless Spirit[/card]

5. [card]Chapel Geist[/card]

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