Monday, December 3, 2012

Creature Removal in the time of Zombies and Hoofies (2 of 3)


In the last article, we looked at red burn spells and sparsely saw how they interact with the current metagame. In this edition, we will look at more removal spells from other colors.

Green

This isn’t exactly the color’s specialty and unless you were playing mono, you’d go to other colors to provide the function. Still here’s a few spells available to Green for the said purpose.

Garruk Relentless
This card’s value is apparently not about removal but it does the job of dealing with creatures with three or less toughness. This ability is a bonus to his usual value which is to tutor for creatures from the deck.

Prey Upon
If you use this card for removal, you are either desperate for the function. This card just doesn’t interact with the good creatures in Standard to make the cut in competitive decks.  


Blue

Blue basically offers zero removal spells against creature cards other than tap or bounce effects. Here are some spells worth noting.


Unsummon
After retaking the throne of Vapor Snag, Unsummon has become very useful for decks with Blue in creating delays while also serving as token removal. It also doubles as protection for valuable creatures such as Geist of Saint Traft and as recursion for ones that have value each time they are cast. Its cheap, it works and it’s in UW Flash and most American Midrange.

Inaction Injunction
The effect of detaining a creature with cantrip all for two mana has attracted some to experiment with this card. This card has found distaste for more reactive strategies.

Essence Scatter
Okay, I know what you’re saying: this isn’t removal – it’s a counter spell. I thought I’d list it down anyway since it only targets creature spells. If you don’t want a creature hitting the board in the first place, this is the way to go. 

Crippling Chill
This card is similar to Inaction Injunction but with a steeper mana cost. What it does better is to stop a creature from hitting you for a full two turns at instant speed. I personally like this card. 

Dungeon Geist
This card can shut down an opposing creature for the whole game if unanswered. It does this while being a 3/3 body with evasion. If cast at the right time, it can stop a creature for another turn even after being removed from play. 

Tamiyo, the Moon Sage
Efficient at shutting down the other side's biggest threat, its draw effect and 3rd ability make it worth while to protect.

Devastation Tide
I see this card as a hyper-version of Unsummon – delays opponents and allows reuse of enters-the-battlefield effects from your creatures. I used this card before the RTR rotation and its interaction with draw manipulation (ahh Ponder, how awfully you are missed!) is simply superb. As of current, this card remains to have potential when built with instant draw effects that compliment its Miracle mechanic. 

Cyclonic Rift
The flexibility of the Overload mechanic shines in this card as it serves as an instant delay for early turns while being a devastating late-game table-turner. You can’t use it on your own but I don’t think anyone really cares.

Blue Enchantments
There are a bunch of these that either imprison (tapping and/or prevent untapping) or reduce power count of creatures. Various effects and costs are quite easy to compare and I leave that to you guys. 

White
Decks like U/W Flash will turn to white for removal. The presence of U/W/R midrange decks shows that red's access to quick and effective spot creature kills surpass that of white. Here are several white spells to consider.


Rebuke
Three mana for removal of an attacking creature, no questions asked. This does what red spells fail to do: take out bodies with big toughness. Sure it won’t be able to stop a Hellrider’s attack triggers, but then again, that’s when Searing Spear is handy. For biggies, Rebuke is a sure boon. 

Terminus
A card favored by heavy control decks as it gives them hope of sweeping as early as turns two and three – at a minimal cost, too. It also by-passes certain effects such as indestructibility and Undying. You just don’t want a bunch in your opening hand as with the rest of the Miracle spells. 

Oblivion Ring
Oblivion Ring isn't used much for creature removal in the current metagame (usually decked-in to take out opposing Detention Spheres). It is not to say that it isn't removal, but it isn't what is used for the said function.

Righteous Blow
Andrew Cantillana played this card in UW tempo before adding red and relished taking out manadorks who unwittingly were sent to attack. It’s cheap and is castable just in time for the attacks of many dreaded 2/2 one-drops, not to mention it can take out Ash Zealot. 

How will you be dealing with creature removal using green, blue or white? It is likely that many of the cards you have in mind are in the 3rd and last part of this article series where Black and Gold cards will be given highlight.

Thanks to Ronnie Singun, Andrew Cantillana and Leorenz Jamias for all their help with this article. 

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