Starting tomorrow, I have a couple of Poetry Slams I really want to be passably good at, so I desperately need to write something new. Not sure that is going to happen, but I am sure that I cannot possibly concentrate on writing something Magic related. So let’s just keep talking about the rares of Dragons of Tarkir for now, because I do have an opinion on them and writing it down is not that hard.
When I started this series, I didn’t think it would take me this long to finish. In the end I never feel like writing more than 2000 words though, and apparently there are quite a few rares.
I talked about Volcanic Vision before, because I didn’t get why people undervalued it so much. It is not that unusual to see this card come as late as pick eight in the first booster. That is insane. Volcanic Vision may be slightly harder to make work than I initially gave it credit for (which is why it is a 7 and not a 9 as I thought it would be in the beginning), but when it does work (which isn’t hard to achieve if you pick it in pack 1), it is not close to being fair. At it’s heart Volcanic Vision is still a 7 mana plague wind that does not only cantrip – it draws you a relevant card! The deck that really makes this shine – where it is closer to a 9,5 – is UR or some combination of Jeskai control deck. Returning Cunning Strike or Ojutai’s Summons with this is just gross and Fierce Invocation isn’t far behind. I have played it to great success in RW and RB aggro decks as well and only banished it to the sideboard once, where I really couldn’t make it work (but even there sided it in for a match which it single-handedly won). Volcanic Vision is a very powerful card, that might not fit every deck, but when it is good, it is probably the best card in your deck, so taking it early is something I can definitely recommend.
This is also a card that surprised me with its powerlevel. I mean, yeah, it looks good. It looks very splashable. In reality secure the waists can often be a Plague Wind that leaves behind some amount of tokens. Considering that it can do that at most stages of the game, I certainly would not be ashamed to call this a bona fide bomb. Once you factor in the possibility of just playing this end of turn and then playing a war flare, well, let’s just all agree to take this and to try and move heaven and earth in an effort to make your mana cooperate with putting this into your deck.
Sometimes, when your manabase protests, you will board it out against green Elk decks, but for every one of those where Secure the Waists is very strong but beatable, there is a Goblin Piker deck having a nightmare about Wastes being secured.
Commune with Lava is another one of those cards where I have difficulties understanding what is going on in other people’s heads. I see this come round to me pick 10 and I just don’t get it. It seems to be ingrained in everybody’s head that this is an unplayable card you should never ever take. The thing is, even if that were true, it would still be a good sideboard card. You should still take it over hating something. As things stand though, I am never unhappy running a Commune with Lava. Playing this on a turn where you don’t have land drop for something like 5, then playing two lands and two spells off it (which is not that unlikely) makes this almost an Opportunity. A red Opportunity. Don’t get me wrong, I don’t pick Commune over other good cards, but when I get it gifted late, who am I to refuse?
I need to get back to work, so I’ll have wrap up here already. Wish me luck on actually writing something good for tomorrow!