SpartanNerd Unboxing and Review…Zendikar vs. Eldrazi Duel Deck

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I for one am quite psyched about “Battle for Zendikar,” the next large set of MTG cards coming out in October.  I missed Zendikar the first time around, since I wasn’t playing at the time.  But the effects of that set have rippled through the gaming scene enough to where I know it was a big deal.  Everything from Fetch Lands like Verdant Catacombs, to full-art Zendikar basics are very sought after.  And this isn’t even adding in the eldrazi bosses!

The wizards have a little rotation…I should know by now.  I am obviously a collector of duel decks, and certainly wasn’t going to pass this one up.  The rotation goes like this…Duel deck in the fall just before rotation, that features cards with new mechanics,  Duel deck in the spring featuring two planeswalkers,  This duel deck is of the first type.  It features a few new cards from the upcoming set, and spoils some of the mechanics.  This time those mechanics are Devoid, Awaken, Ingest, Landfall, and Level-up, and Annihilator.

I purchased my copy of the deck at The Tangled Web in Spartanburg SC for $19.99.  I think you should go there now and get a copy…I don’t think this one is going to warm the shelves!

So how did my unboxing and initial play go?  Read on for a review!

Packaging

The Duel Decks, Zendikar vs. Eldrazi, came in the same kind of package as the last few.  It doesn’t use heavy plastic, but lighter more recyclable stuff.  It is made of thin poster-style cardboard.  Getting the seran wrap and the cardboard off reveals a thin blister covering a thicker black tray.  Here are the pieces that I removed from the package.

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You get two premium foil cards, “Avenger of Zendikar” and “Oblivion Sower.”  The Avenger has Landfall- Whenever a land enters the battlefield under your control, put a +1/+1 counter on each plant creature you control.  This card is a re-print, and the wizards stress that it will not be Standard legal.  Oblivion Sower is a new Eldrazi.  When it is cast, the target player exiles the top four cards, and you get to put any number of lands from the exile onto the battlefield for yourself.  (WHAT?  there is going to be some mill-exiling in the next set!)

The other things you get with this set are the two decks, (obviously,) two pieces of paper, one a reference card and the other propaganda with a deck list, two deck boxes, and TWO COUNTER DICE!  This is new, and quite a surprise!  These decks usually come don’t come with counters!  (The wizards recently began putting out fewer event decks, which usually included one.  I suppose this is a refiguring of their resources maybe?)

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The two deck lists…important!  While I generally throw away the reference guide, I keep these.  (I know…the information is on the internet.  This is how I am “prepping!”)

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The art is good.  Aren’t the Eldrazi ugly things!  They look like mutant-jellyfish-human-aliens.

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I am going to go over the Zendikar deck first, photographing the cards, and mentioning what is good about those cards specifically.

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The first cards are the rares.  This is something I have noticed recently about the intro decks as well.  Rares are on top.  No matter what kind of card they are.  Probably the most notable here is Primal Command, a real game-changer.  But none of these are junk rares.  Every one of them is good.  And Veteran Warleader has the potential to be HUGE.

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Lots of cards with landfall.  These cards would make Garruk very happy!  Large creatures that fight and love ramp.  Also notable, the card with level up.

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Khalni Heart Expedition and Harrow are two ways to trigger landfall on your opponents turn.  There are other ways, however.

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Repel the darkness….feels like a blue card.  And then their is Sheer Drop, a new card with Awaken.  (Awaken turns your lands into “man-lands.”

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You get these lands.  Pretty good…the non-basics are sort of average for Duel Decks, though.  (Refuges.  Gain life.  Evolving wilds, and then Forestlasher Grove, which is there for flavor.)

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And FIVE plant tokens.  Another new addition!  (If you’ll recall, regular readers.  I was quite critical of Elspeth vs. Kiora because it didn’t come with adequate tokens.)

Clearly Landfall has to work in order for this deck to win!

Now the Eldrazi deck.

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Vampires, Imps, Hellions, and Eldrazi.  Many bad guys.  Why the bad guys would want to side with Eldrazi is beyond me.  They consume everything, regardless of alignment.  Notable is Dominator Drone, who has Devoid and Ingest.  Devoid means it is colorless, regardless of its required mana cost.  Ingest exiles the top card of their library.  (Remember what Oblivion Sower does?)

We also have It that Betrays.  A reprint.  But notable.

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And now some of my personal favorites.  (Remember, my color is Black!)  Vampire Nighthawk.  AWESOME!  Read the Bones.  Terrific!  Smother.  Can you say “Tiny Leaders?”

There are also some more Eldrazi.  Ulamogs Crusher and Artisan of Kozilek.

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I’m highlighting Corpsehatch because it mentions the 0/1 Eldrazi Spawn.  They are essential to making this deck work.  This deck ramps with them, but also requires sacrifices.

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The lands.  Refuges, Fetches, and Eldrazi Temple for flavor.

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You get these five tokens.  Three different printings of Eldrazi Spawn, and a 4/4 Hellion.

Duel Decks are maybe the most flavorful regular releases from the wizards.  These tokens really add to the story of what is happening during The Battle for Zendikar.

HOW THE DECKS PLAY OUT.

Me and the SpartanKid have played four matches, and it is 2 and 2.  (2 wins for each deck.)  This makes it great for me to write a review!  But it also says something about the decks being balanced against each other.

Both decks are ramp decks.  Both decks use tokens.  Both decks have very large creatures, however the Eldrazi have an edge here.  On the other hand Zendikar can do something with its tokens besides sacrifice them.

The first two matches were won by the Zendikar deck.  Primal Command was an ESSENTIAL card to play correctly.  When Avenger of Zendikar entered the battlefield, lots of plant tokens were produced.  Then the Avenger was targeted and killed.  But the Primal Command lets you shuffle him back into your library and then tutor him back out.  Awesome!  So that meant even more plant goodness on the next turn.  The turn after that, Evolving Wilds became the important card.  (THAT’S RIGHT! Evolving Wilds is GREAT in this deck.  Probably the only way, though.)  When the evolving wilds entered the battlefield, it triggered Landfall on the avenger, and all ten of those plants got a 1/1 counter.  Then you crack the Evolving wilds and get another land, triggering Landfall again.  And GG!  You just swung for 20+!

And all of the ways the deck gets land and triggers landfall really make it work.  While it is a fattie beatdown deck, it is more of an overrun deck.  Even if the Eldrazi sweep away the plant tokens with Marsh Casualties or similar, the creatures in the deck are still pretty formidable.  And every game we’ve played there has been like fourteen or more land on Zendikar’s side of the battlefield.  Then there are tricks like Retreat to Kazandu…an enchantment that has landfall abilities that either put counters on a creature or gain life. Remember, Evolving Wilds is GOOD in this deck.

The second two matches were won by the Eldrazi deck.  The Eldrazi win by finding advantage by producing Eldrazi Spawn tokens, which can be sacrificed for colorless mana, or sacrificed for other purposes.  They also can just be blockers if you are in a pinch.  Which seems to happen quite a bit with this deck.  There are chump creatures, the tokens, and then the massive Eldrazi which are normally un-castable, so you have to buy as much time as you can.  

A couple of favorite tricks…Butcher of Malakir…whenever a creature you control dies, the opponent has to sacrifice a creature.  Meaning that the Eldrazi Spawn tokens become Cruel Edict, but at instant speed.  YAY!  There is synergy here with Bloodthrone Vampire…he gets bigger when you sacrifice things.  These kinds of tricks work really well in Commander.  But with the level of ramp found in this deck, you get to use them here!

So that tells you the other half of the story.  The Eldrazi themselves are winners.  Period.  They can be removed, Ousted, Etc. But they are winners if not answered.  Ulamog’s Crusher and It that Betrays have Annihilate 2.  The opponent has to sacrifice two permanents when they are declared as an attacker. Artisan of Kozilek has it also, but when you cast it you also get to reanimate something from the graveyard.  The new guy, Oblivion Sower, hasn’t shown up yet.  He is meant to have synergy with the new cards with Ingest.  The deck has a few Dominator Drones, and when they attack the player exiles their top card.  Playing Oblivion Sower puts even more cards in the exile zone, and then you can put the exiled lands into play for whatever nefarious purpose you have planned!

Of the two decks, I prefer the Eldrazi.  All those vampires and black cards are just really good.  But there is no denying the goodness of Primal Command and all of the Landfall abilities the other deck can swing.

I’d say this is one of the funnest duel decks I own.  It is every bit as flavorful as Elves vs. Goblins and Liliana vs. Garruk.

SpartanNerd Rating of Zendikar vs. Eldrazi Duel Deck…

I have to give this deck a solid 5/5!  The only real complaint I have is similar to the other complaints I have had about Duel Decks.  This time the deck comes with lots of tokens, but those tokens don’t fit in the boxes.  In fact, you can only fit two plants or two Eldrazi Spawn in either deck with the rest of the cards.

This product has flavor, is fun, has allternate art cards (I hadn’t mentioned that!) ,and comes with plenty of tokens and TWO life counters.  The Wizards went over the top this time.

SpartanNerd rates Duel Decks:  Zendikar vs. Eldrazi a 5/5.  Do you agree or disagree?  Let me know in the comments!

SpartanNerd Unboxing and Review….Magic Origins “Take to the Sky” Intro Deck

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I thought the “Demonic Deals” deck was pretty terrific, for an intro deck.  Today I had the hankering to get some new cards, and almost purchased two booster packs, when I saw that it was only a “tiny bit more” to get an intro deck, (which comes with two boosters.)  So is this deck as good as its swampy cousin?  Keep on reading!

“Take to the Skies” comes in this box.  You can see the special foil art of Alhammeret, High Arbiter on the front.  Sorry, I neglected to photograph the back!  (Forgive me!)

Opening the package, you get this.

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Really not any different than the other deck, or any of the intro decks I have reviewed.  I’m tossing the papers, but just so you know in case you haven’t read my reviews, the white one is really just propaganda, (pictured below.)  The back of the white one does have the decklist and some light instructions to running the deck.  The Rules Reference Card is a quick guide for new players.  This product is designed especially for new players, so this is essential for that purpose.  Magic is quite a complicated game.  (The world’s most complex game, it is said.)

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Quite notable, War Oracle is mentioned here.  A card I hadn’t noticed before.  It has Renown.  So it’s not in this deck.  (There is another intro deck designed to feature that mechanic.)

The way you are told to play this deck is “play flyers early.”  This is a flying aggro deck.  Not a control deck.  (What white and blue normally is.)

What’s In this deck?

The top two cards are both rare.  I noticed this about the “Demonic Deals” intro deck.  This time, we get “Alhammeret”, and also Soulblade Djinn.

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Soulblade Djinn…an incredible card that gives all of your creatures Prowess.

Nice flavor text too.  Did you know that a Djinn is basically a Genie?

Next the common and uncommon creatures.

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I’ll admit, when I revealed these for the first time, I did a major EYE ROLL when I saw Yoked Ox.  This is supposed to be a deck based on flyers, right?  And really, there should be four copies of Faerie Miscreants instead of three.  The starfish is nice.  Watercourse…Isn’t that card only for draft?  You get a couple of big blockers, and NOW WE’RE TALKING, Thunderclap Wyvern.  I never really appreciated the Totemguide Hartebeest before, but he serves a pretty good function as we’ll see, and last is the Aven Battle Priest, a flying white weenie.

Nothing very notable about the lands.

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I remember my early days of playing Magic.  We had “Terramorphic Expanse.”  And we argued about it.  WHY?   We were so puzzled.  Now, several years later I get it and laugh about those good old days.  The lands here are pretty good.  But I think instead of relying on the starfish, we might rather play “Temple of Epiphany” to get to scry.  Maybe I’m wrong.  This IS an aggro deck.  (The starfish IS a sizable blocker, and scrying is really just icing on his fishy cake.)

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And finally the non-creature non-land cards.  What really makes this deck work sin’t any of this stuff.  It’s nice to draw a card with Stratus Walk and Hydrolash.  It’s nice to gain life with Healing Hands.  The main function of these cards is to control your opponents creatures.  These aren’t the best…I mean Suppression Bonds may as well be pacifism and cost less.  Turn to Frog is maybe an unexpected ability.  A single copy of Negate?  You COULD negate the one planeswalker in your new-player opponent’s deck.  Or it could be useless because everyone at that level seems to want to play creatures.

Playing the deck.

I heeded the advice of the poster guide.  I mulligan each time I didn’t have a cartable flyer.  Which means maligning quite a bit.  Your only early game flyer is Faerie Miscreant.  You can squeak by with he starfish and the ox.  But they can’t attack, and then you’d better hope you draw a four drop flyer.

When things go perfectly, you get out a couple of Faerie Miscreants, and then follow them up with Thunderclap Wyvern.  This allows them to swing for +1/+1.  Start pecking away and hope they don’t have a sweeper.

And all around, the deck works pretty good!  You need the Totemguide Hartebeest to get out Claustrophobia and Suppression Bonds.  I learned quickly not to put Stratus Walk on the Hartebeest.  Then he can only block flyers!  (A great card to put on one of your opponents flyers.  And you get to draw a card!)

I like this deck all around.

Let’s see what’s in the booster packs!  Last time, I got some pretty sweet cards to enhance my deck.

Pack One.  The one with Liliana on it.  Maybe I’ll get a foil Liliana, Heretical Healer.

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The commons.  You could use Celestial Flare or Stratus walk.  The Ringwarden Owl isn’t very good, so AVOID.  Artificers Epiphany wouldn’t be too good in this deck because there are NO ARTIFACTS.

The other cards aren’t in the right colors…

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The uncommons.  We get another Sigiled Starfish.

What rare?

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Herald of the Pantheon.  A pretty good card in a Constellation Deck.  But not Take to the Skys.  The only Liliana I got to have was the tip card.  Sadness!

Pack Two.  With Jace on the front.  Maybe I’ll get a Jace.

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Basically the only thing I see here is Mighty Leap.  An good combat trick.  I suppose you could try Bone to Ash.  But that is a might expensive counter.  It’s good to draw cards, though, so…..

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The uncommons.  Looky here….War Oracle.  The card suggested to improve the intro deck!  If you survive long enough, ou can get the Jaydemae Tome to work for you.

What rares?

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WRONG COLOR.  And the only Jace in this deck is the one of the tip card, once again.

That rare….

If I was a new player, and opened this pack, I would want to play it.

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In order to get this card in play, you’d better get lot’s of green sources.  I’d suggest adding it to a commander deck.  Cards like this get cast in EDH all the time.  But a new player might not EVEN KNOW about EDH.

SpartanNerd rating of “Take to the Sky”

I rate this deck a 3/5.  It does OK.  It can definitely be improved.  But not with the cards that came in the intro pack.

SpartanNerd Unboxing and Review…Magic the Gathering “Demonic Deals” Intro pack

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I picked up this intro pack for a couple of reasons…

The Origins Clash Pack seems a little lame.  I DO like the new art for Siege Rhino.  But other than that, there is almost no reason for me to purchase that.  I don’t have many cards from the Origins set.  Much less black cards from the set.  I already had a Kothophed, but have yet to play him.  This intro pack has an alternate, better art in foil.  It also has another Fleshbag Marauder, and I only had three copies.  So…throw in two booster packs, and it seemed like an OK deal this time.

But, just so you know, the last intro pack I purchased was so lame I didn’t bother posting a review…(It was an intro pack from Born of the Gods…the one featuring Silent Sentinel.)

So does “Demonic Deals” change things?  Keep reading!

The box has the regular packaging.  No surprise here.  You get a little blurb about what this deck is about.  And that’s it.  But on the front we see Kothophed, Soul Hoarder.

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Opening the box reveals the contents…the deck in cellophane with Kothophed on front, a guide to playing Magic, a guide to playing this deck, and two Origins Booster Packs.

The guide to playing Magic is notable this time, it is an updated version…still, it will land in my trashcan, but here is a picture just so you can see.

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The other paper features some really nice Liliana artwork and the decklist for each deck.  I am including a close-up for this specific deck.

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I’m going to take a broad picture of the cards as I open the cellophane, and then talk about the significant cards only.

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I have yet to cast Kothophed and use his ability.  I don’t know if he’s that good or not.  A 6/6 flyer for six mana, including two blacks isn’t so bad.  He would be good for devotion, but only as a one of in any competitive deck at that mana cost.  I could potentially see a Drown In Sorrow or similar creating massive card advantage for you.  One of the two rares in this deck.  The other rare is Chandra’s Ignition.

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A five drop sweeper meant for Red-Deck-Wins.  It works well in this deck, whose secondary color is red.  Whatever deck it is in has to be reliant on creatures.  Black decks don’t generally mind sweepers.  More card advantage!

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I love this guy!  He is always a great enabler, and as a 3/1 is a great attacker.  This makes my fourth copy, so I am now happy!    I do like the older art better.  (But really, they are both butt-ugly.)

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I was surprised how good Undead Servant and Nantuko Husk work so nicely together when playing the deck.  Great synergy!

Now for the lands…

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Nothing special at all, really.  Evolving wilds is really sort of unnecessary.  You generally draw the land you need.  I suppose it helps a little.

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The next group of cards is the other spells.  Notable here is Act of Treason, a classic trick where you steal their creature and attack with it or use it as you see fit.  In this deck, you are meant to sacrifice their creature while it is under your control.  I’ve never felt that Weight of the Underworld was good for removal.  Nightsnare is a new expensive Thoughtsieze type of spell.  Reave Soul is a really bad doom blade.  Cruel Revival lets you kill their guy at instant speed and return a zombie from your graveyard to your hand.

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A couple of the new spells have “Spell Mastery” abilities.  They let you do something extra if you have spells in your graveyard.  This is going to be very relevant in the upcoming  Standard format.

How the Deck Plays…

I played three matches against the SpartanKid’s most recent deck, a blue-while control deck featuring Dragonlord Ojutai and Narset, Transcendent.  The deck lost miserably on its first testing, however performed wonderfully in the second and third rounds, really slam dunking the third.

It is a great start to a good aggro deck.  I believe a person could be competitive if they adjusted it for standard.  Switch out the poor removal options with Heroes Downfall, Bile Blight, or similar.  Drop the expensive spells in favor for Mogis Marauders.  The instructions suggests Liliana, Heretical Healer of course.  And she would be great for this deck as your lots of creatures should be dying a lot to gain you incremental advantage.  But this deck isn’t really a discard deck at heart.  It wants to focus more on beatdown and sacrifice.

What came in my booster packs?

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Pack 1

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The commons were fairly meh…Playable in this deck are Shambling Ghoul, Dark Dabbling, Lightning Javelin, and Bonded Construct.  Probably only Dark Dabbling to make any kind of improvement.

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The uncommons…not bad.  Another Fleshbag Marauder.  And that other removal spell I’m not yet that fond of.

And what rare(s)???

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Pia and Kiran Nalaar…Everyone says they remind us of Anax and Cymede.  Casting them gets you two flyers.  I got a foil Evolving Wilds, a forest, and an Elemental Token.

Pack 2

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At common, more playable cards.  A one-drop elf.  Another Cobblebrute.  Weight of the Underworld, and Fiery Impulse.  Returned Centaur also can help you load your graveyard to help Spell Mastery and re-animation tricks.

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The only thing playable here is Chief of the Foundry, a lord for artifact creatures.  he would work well with Pia and Kiren.

And what rares?  (Drum roll)

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Mage Ring Responder.  I have prior experience with the responder from when I drafted Origins.  He can be a beast!

Also notable is the checklist card for the new double-sided planeswalkers.  It is apparently a new rule that you may no longer just use a sleeve to conceal your double-sided card.  This “backpack card” is now required in serious tournaments.

How does the SpartanNerd rate Magic the Gathering “Demonic Deals” Intro pack?

This deck stands a head taller than the past couple of intro decks I reviewed.  That in itself is an accomplishment.  And that this pre-constructed deck beat a constructed deck meant for a tournament says something else.  More testing will be required to really say.

I think I would like to say a few things about this as an entry-level product.

The only thing working against it is the deck’s title.  Ok, grandma says to grandson, “What would you like for Christmas.”  Grandson indicates Magic cards.  So she goes to Wal-Mart, and sees the name of the deck is “Demonic Deals.”  Not such a good move…

I have written about demons in MTG before, and the Wizards also addressed their use.  In Magic, they are purely fantasy.  Any level-headed person should be able to figure that out.  But people don’t take demons lightly, and shouldn’t.

But other than that gripe, this is a wonderful product!  The two booster packs gave you enough cards that you could create a semi-sideboard.  It could have gone the other way, but didn’t.  In this here and now.  And that’s why this was an over-the top successful offering for the new Magic player.  The boosters also pave the way to make a person interested in Planeswalker cards, building an elf tribal deck, and an artifact deck.  The inclusion of the Forest means a new player with NO OTHER cards now has another mana source to try and build a deck with some of the new green cards.  A new player would be left wondering about blue and white cards as well.  And the foil Evolving Wilds is very nice for a new player.

This time, the addition of the two booster packs that contained relevant cards for new players made me up my rating.  I was very satisfied, and know that Wizards customers will be too.

My rating of Magic the Gathering “Demonic Deals” Intro pack is 4/5.  It is marked down because of the name, and because of its “not-quite-ready-for-standard-tournaments” status.  I don’t believe it was meant for that though…it was meant to be played and home and learned with.

The SpartanNerd rates “Demonic Deals” 4/5.  Do you agree or disagree, Hub City Geeks?  Let me know in the comments!

SpartanNerd Review…He-Man: The Eternity War #8

DC’s remix of Mattel’s classic property has recently received a lot of love from fans and critics, including the SpartanNerd.  However, this time, I don’t feel as good.

Some background.

In issue #5, The Goddess/Sorceress/Teela reveals that destiny has three faces…Serpos, Zoar, and Horokoth.  Serpos was the ancient god of the snake-men.  Zoar has been Serpos’ replacement for ages for the Eternians, and Horokoth a god for the Horde.  The Goddess thinks the Age of Horokoth is inevitable, and wonders if He-Man could, or even should prevent it.

Issue #6 shows us a dystopian future where Adam becomes King He-Man, and rules with an iron fist.  He has enlisted his former enemies, Skeletor’s minions, to be a big part of his army, and is fighting against She-Ra, who leads the former Masters of the Universe as rebels against him.  We see him married to Teela, who reverts to green Goddess mode and we realize it was a vision given to Adam of what the future is to become if He-Man beats back the Horde himself.  So He-Man breaks the sword!

Issue #7 is more back-story for Skeletor and the Havoc Staff.  Evidently, strangely, Skeletor became the Evil Overlord of Destruction by breaking the time-space continuum and preventing his own murder at Hordak’s hands…an event that had to happen because the skull on the Havoc Staff is his own skull, only twisted by demonic magic.  Skeletor also tells us that he helped raise Despara/Adora/She-Ra, but because it is Skeletor who is talking, who knows if he’s telling the truth?

After all of these exciting stories, we get issue #8.

A break in the jaw-dropping revelations.

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We get some fighting and some narrative in the first few pages.

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We see Adam leading the charge with a gun-arm reminiscent of what Man-At-Arms uses.

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We see King Hsss/Randor….(But why?)

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And then the war is over.  We see the next day, Adam sitting on the throne petting Battle Cat.  (Not Cringer…hmmm…)

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Basically, just one day after the war, and the snake-men seem less loyal to Adam.  They were showing astonishing loyalty to He-Man.  Now, not so much.  Fisto has to call down this snake man who is about to execute Imp.  Evidently, the snake men are supposed to know that prisoners are to stand trial.

Adam is catching cold.  The Goddess thanks him for relinquishing his power.

I didn’t photograph the next parts, but here is a summary.  Skeletor turns on She-Ra like we all knew he would.  They transport into Hordak;s “Vault of Souls,” where he steals most of the souls, and then entices She-Ra to fall into the vault by throwing a locket with Marlena’s picture into it.

Act III…, Hordak finally makes his intentions known.  The Eternians have one day of peace granted by him, (I guess because he’s such a nice guy.)  Next he shows the future of those who are going to escape him to the planet Primus.

He uses the Eyes of Grayskull…

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And destroys their future lives and their offsprings lives on Primus.

Wait another month, fools, for the next installment.

My quandary with this book comes in several ways.

First of all, why was King Hsss there?  Is he making the snake men less loyal?  Did Adam meet him in battle?  All we get is a strange picture of him saying “sssso weak,” referring to Adam.

My next problem is…we didn’t see HOW Adam led them to defeat the Horde at Eternos Palace.  All we get is “The day after liberation.”  A whole book could have been devoted to just that.  And SHOULD HAVE.  We would have seen Adam as the strong leader he evidently is, apart from the Power of Grayskull.  But the writers took the lame way out.  “The next day…”  “The day after Liberation,” “After the battle.”  But we see none of the action.  And action is one of the reasons why I like comic books.  BOOOOO!!!!  And just think how much more the rest of the story elements in this book would have meant?

My third gripe…this isn’t a stand-alone book in any way.  Lets just say, for instance, a person goes into a comic book store and says, “Wow!  A He-Man comic! I remember He-Man!” and picks this up.  They will be put on their tail.  Without knowledge of the series pretty much as a whole, you couldn’t understand what was happening in this book.  The stupid looking Fright Zone/Castle Grayskull abomination isn’t self explanatory enough.  The Green Goddess isn’t the Filimation Sorceress, or even Teela.  The Snake Men are fighting WITH the good guys?  A major nostalgia parade is rained on with an issue like this.  Sometimes Nostalgia is the only thing that sells books about 1980’s properties.  But this didn’t have to be the case.  The book could be much more accessible if there was a brief page at the front that explains what has been happening.  This has been done in MANY comics before.  Basically all of the Conan comics.  The modern Star Wars comics.  Marvel’s current Secret War also give you a little background and some premise.  But here, it is “jump in and read for the first time, and leave confused.”

My fourth gripe…New Adventures never does seem to be able to get ahead, does it.  I never watched the show, but read the few mini comics that were printed.  My brother had Slush Head and New Adventures He-Man.  I myself am not completely unattached, and hope the best for New Adventures because there are hundreds of fans.  But those fans just got dumped on. Hordak destroyed Primus.  And we just got to see it in one panel!  We could see it, and the future Masters of the Universe, who were also evidently destroyed.

Oh Hub City Geeks, I believe this comic was necessary for the advacement of the story.  But there are many things wrong here.  I hope things don’t turn south from here on out.  The only redeeming quality here is the art, which is consistent with the better art printed in DC’s run of Masters of the Universe.

The SpartanNerd rates He-Man: The Eternity War #8 a 1/5.  This is one of the lowest scores I have given a modern comic.  It is a necessary read to have the story.  But pitiful delivery.