Greetings, readers! This week, I’m continuing my string of Journey into Nyx content by giving you the seasonal Hits and Misses article for the set. For those unaware, the Hits and Misses article segment highlights my personal picks for the top 10 best and worst cards from the set from an EDH perspective. These are early guesses so far, and I’ve been wrong about at least one of my guesses with every single set review, so please don’t take these reviews to heart; in fact, I write these in the hopes that someone will challenge my opinion and prove to me that the cards I review are in fact awful when praised or excellent when berated.
So before I get into individual card selections, I usually give the set as a whole a review. Overall, I think Journey into Nyx delivered spectacularly for EDH, as the enemy-colored God cards are a lot more exciting to test and use than their allied-colored counterparts. Whereas the ally-color Gods are niche or downright awful, the enemy-colored Gods have this encompassing aura of value, in my opinion.
Aside from that, there are a few interesting cards printed that will definitely impact the format in their own little ways. However, before I explain the power players of the set, I’m going to cover the cards in the set that fell short. Whether they’re downright awful or just not fit for the format, there are a few cards printed for this set (specifically for EDH, as well) that just don’t wind up doing what they need to. Without lampshading it too much, let’s jump right into it:
#10 – Extinguish All Hope
We start off the misses with a bang, literally. Honestly, Wraths are never subjectively bad, but at this point, we have a decent amount of them, even in mono-black, and especially at 6. While the value of destroying all creatures is certain, when it comes down to it, natural selection doesn’t put this very high up on the food chain of sweepers period, and even in mono-black, there are three sweepers I can name without thinking that I’d run over this; Damnation, Decree of Pain and Life’s Finale. Toxic Deluge and Black Sun’s Zenith are both better than this, as well, and it’s hard not to argue Killing Wave and Consume the Meek outperform this in a lot of situations, too.
What makes Extinguish All Hope a miss isn’t the fact that it’s objectively a bad card, because it isn’t; it has the potential to completely blow someone out of the water, just the same as all Wrath effects. What makes it a miss is that it’s subjectively a bad card. When you stack it up against a lot of the cards that do what it does, it’s extremely hard not to argue that its predecessors simply outperform it. In the influx of various, powerful new enchantment creatures, it has the potential to miss crucial targets (granted, you can work this to your advantage by having those targets be ones you control), and it doesn’t prevent regeneration, much less do something aside from destroying the creatures. For 6 mana, it could have certainly afforded to do more than it does.
#9 – Kruphix, God of Horizons
Kruphix, like I had mentioned before, was very likely toned down from what was speculatively a rather powerfully-designed card, initially. Simic has gotten a lot of goodies lately, and while it’s hard not to argue that it doesn’t need them, Wizards has clearly put it in our heads that they want the combination to be Standard-viable. Arguably, they should have printed a Nightveil Specter-esque Simic card (i.e. something to give decent devotion that isn’t terrible) to do so, but alas, here we are.
I’m not, however, saying that by any stretch of the imagination, Kruphix is a bad card. It functions with its oft-beloved Prophet of Kruphix so well it should be criminal, and can fuel everything from fatties to X spells. While it’s not auto-include like its prophet, Kruphix does have its niche. That being said, its niche is small, despite being there, and based on the bar the God cards have set, Kruphix having fallen short of that places it on the misses list. Outside of his niche, Kruphix is not very useful; you’ll play it over something such as Venser’s Journal, but it won’t be the best card in your deck, and while it can be solid and provide slow, useful incrementals, what it does isn’t exciting or splashy.
#8 – Dictate of Karametra
I’m not exactly a fan of Mana Flare variants in the first place, because like all effects that affect all players, it has the potential to backfire on you pretty heinously. It’s a good attempt at leveling the playing field by giving it Flash, but even then, at 5, untapping with 10 is an invitation to overextend, something that your opponents will more often than not take you up on.
Don’t get me wrong; the card has potential to cause you to have an explosive turn, and let you either combo off or play some absurd X spell, but the risk of letting your opponents get the extra mana as well is usually never worth the reward of having it yourself. Mirari’s Wake makes this look like a joke, frankly, and Mana Reflection outperforms this as well for one more mana.
#7 – Eidolon of the Great Revel
Perhaps I’m missing the point of this, but this little Spirit honestly feels equal parts underwhelming and confusing. This clearly feels like a card designed for Standard. Standard decks that want this are either playing Elvish Mystic, Sylvan Caryatid and Domri Rade, or they’re playing Fanatic of Mogis and a bunch of things that make this card not worth a second look. Both of those decks would run Lightning Strike. Drawing 2 of this just feels awkward. Seriously, I’m just not…understanding this???
In EDH, it has the potential to be a fair amount more annoying, as giving lifelink to this thing is almost as funny as giving it to Ruric Thar, the Unbowed, but at the same time, in EDH, the average converted mana cost for spells cast in the format is a different beast entirely. In addition, being an enchantment hurts this bugger more than it helps it, opening it up to a hearth of spot and mass removal. It has the potential to be powerful (in, say, a R/W shell, and perhaps 1v1), but mark me down as unconvinced.
#6 – Dictate of Kruphix
Much like Extinguish All Hope, Dictate of Kruphix is a card that many players will look at and say “Oh, it’s a Howling Mine! That card isn’t bad, so this must not be bad, either!” I urge those who think that to take a step back and not be so quick to come to conclusions based off one comparison. Let me ask you an important question: What wants this? There should be two obvious answers; Zedruu the Greathearted and Nekusar, the Mindrazer. I urge anyone who plays either of those strategies to try and justify adding this to their deck. The answer is not as simple anymore to most, but to me it’s quite clear; this is rather underwhelming for what it does.
For one, its original incarnation, Howling Mine costs 1 less mana, and can be run in anything. Most decks that want this effect don’t pack Islands, as the obvious inferiority to Jace Beleren, even, is painfully apparent. Yes, there is the possibility that an opponent blows up the Mine before you draw off of it, so let me put it to you this way; Temple Bell costs the same, does the exact same thing this does (arguably, it does it far better), and doesn’t cost two colored mana, or restrict you to playing Islands. Nekusar has bigger fish to fry (Teferi’s Puzzle Box, anyone? Hell, I’d rather run Whirlpool Warrior over this in Nekusar.), and Zedruu has a lot more valuable, useful permanents to donate (Banishing Light, a card printed in this same set, will see play in Zedruu before this does.) Overall, this card will ultimately fall under the curse of “you think about it, and then when you go do your cuts, this card will just fall by the wayside”.
#5 – King Macar, the Gold-Cursed
Takarada Kaneo, the Dosh-Cursed is a downright sublime example of masterfully woven flavor put into a Magic card, but where Midas thrives on flavor, he falls short on being able to tap in mono-black. I suppose there are things like Koskun Falls that make him useful, among others, but if you ever want Midas to exile anything, you have to go out of your way and play bad cards to make it happen. Such is not the hallmark of a good Magic card.
The rewards are fruitful for Macar, but he is neither exciting to play nor really that threatening; if anything, Macar is simply annoying, and will do nothing more than draw attention to yourself–and not good attention, either. He’s not exactly a politically-savvy card to play, and while he can fit in the 99 decently in either a Seedborn Muse / Nullmage Shepherd deck or in an Opposition shell, it seems too far-fetched and too fragile a concept for me to be convinced it will ever see the light of day.
#4 – Skybind
There are more than a few things wrong with this card that prevent it from being good. That would imply it had the potential to be good, which I don’t think there’s a doubt in my mind it could have been, but instead, I’m stuck looking at this disgusting abomination that will rot in $0.50 rare bins for its stay in Standard and then fade into obscurity forever.
For one, it costs 5 mana. I’m convinced it originally was printed without the word “nonenchantment” in its rules text, and it was deemed too strong, so they slapped that word onto it and then shipped it without realizing keeping it at 5 mana made it absolutely useless. Second of all, the word “nonenchantment” is in its rules text. I realize it can continuously trigger Constellation by blinking an enchantment, but I really don’t see the problem in that. In Limited, at 5 mana, even that sort of effect isn’t really going to do the keyword that many favors. If you were to draft this alongside Eidolon of Blossoms, you should be rewarded for your luck, and if you draft this alongside Grim Guardians or a Doomwake Giant, that’s not really all that powerful. Overall, the card underperforms and underwhelms, and is terrible, but it’s only so high on this list because it could have easily been a power player if it wasn’t costed so high or restricted so heavily.
#3 – Hall of Triumph
Cards like this are what I like to call “the noob trap” cards. You might look at me putting this card this high on a list of misses and think “Liam, why do you think this card is bad? It makes all your creatures stronger, giving you better board presence and pressure.”, but that’s just it–the card is only good when you have creatures, a board presence, and pressure. It’s a card that does absolutely nothing when you control no creatures.
The argument for it doesn’t get any better when you consider other factors, either. For one, this assumes you’re a creature deck, so what if you’re running more than one color? If you’re running more than one color, most colors have a better alternative to this that can apply similar, if not better pressure (Dictate of Heliod, Favorable Winds, Dictate of the Twin Gods, Kamahl, Fist of Krosa), and there are countless number of artifacts that outperform this for mono- and even multicolor decks where you’d want this-Eldrazi Monument, Caged Sun and Door of Destinies, to name a few. It just feels like a weak variant of this effect overall, despite how flashy it seems on the surface.
#2 – Launch the Fleet
Speaking of noob traps, let me introduce you to Launch the Fleet, a card that seems absolutely bonkers on the surface because of two reasons; one, it’s practically an X spell. Each of your creatures dumps another attacker, giving you crazy board presence; two, it targets the creatures, meaning o m g heroic so good right??? Wrong.
For one, much like Hall of Triumph before it, you need creatures for this to do anything. You don’t control creatures? Well gosh giddly dinger donger, sucks to be you, my friend! Maybe you should play a creature so that you can create a single attacker to go along with it! Wow, that Spiritual Visit gon get you there good, partner! Secondly, Heroic is a much less useful mechanic in EDH, where less than 5 effects are even worth considering, especially in most of the decks that would play this. Overall, this adds little to a board state that isn’t infested with creatures, and if you’re casting this while ahead, you’re doing nothing to change the fact that you’re winning aside from winning faster, and there are far better effects that accomplish this.
#1 – Worst Fears
There’s a reason this is a dollar mythic. While I know a lot of you would have guessed this to be the top stinker of the set, let me just delve into it for a minute. First of all, Mindslaver is about as unbalanced as any combo, and adding two mana to it and turning it into a one-time sorcery does nothing to persuade players that you want this sort of effect.
Really, though, I question Wizards’ thought process in wasting a mythic slot on this sort of thing. It doesn’t really serve a purpose of flavor or provide any value to any format. At 8 mana, no 60-card format would want to run this, and it’s pretty awful in Limited, as well. From a design perspective, it makes more sense to ban Mindslaver in EDH than to print a less powerful version of it; Sorin Markov does a great job of
forcing lifegain to suck a fat one being a less powerful Mindslaver, so at the end of the day, with no worth to any format and no discernible flavor to appreciate, I’m left looking at this card a little dumbfounded. It seems designed for EDH, but no deck will play this over the original (most Mindslaver shells run Academy Ruins, anyway) and I’m sure there are a lot better things this could have been than this eyesore. Overall, I’m pretty disappointed with how hard Wizards punted on design with this card, because if it’s anything I’ll dread opening in a pack of Magic: the Gathering, it’s a foil of this, when I know that foil could have been something worth personal or monetary value.
Well, now that we’ve covered the missed marks of the set, let’s move on to greener pastures and cover the cards that I think might see some play in EDH. We’ll begin with:
#10 – Prophetic Flamespeaker
Okay, honestly, a lot of hype is still being buzzed about this guy, and while he’s not as excellent as I initially pegged him to be, I’m still adamant in my claim that there will be a strategy somewhere that wants to utilize what the Flamespeaker does. I’m convinced his interaction with Sensei’s Divining Top is amazing, and past that, this guy is rather absurd with a Sword attached to him.
Obviously, though, his ability to generate “card advantage” is what will make or break him. Sometimes, you’ll get unlucky and flip something you can’t cast, and end up exiling it forever, but there’s a lot of potential to do a massive amount of work with this guy, and I for one would like to see just what this Flamespeaker is capable of. I might just force him and my Top into Marath and see how it goes. If I get some good plays with him, I’ll highlight it in a future article. For now, I can’t say just how good or bad a card like this is, but I can’t just outright dismiss its potential.
#9 – Eidolon of Blossoms
Now here’s an example of how the Constellation mechanic had a lot of potential. It was exercised wonderfully here; however, it had the potential to do a lot more if its enablers weren’t terribly overcosted. That being said, Eidolon of Blossoms actually outperforms its predecessors at one key factor; it draws a card on its own. While the enchantment didn’t have to resolve for the other Enchantress variants to draw you a card, the others didn’t replace themselves immediately, which gives Eidolon of Blossoms a bit of an edge on the competition.
That being said, there are some fundamental weak points the Eidolon has. For one, it’s 4 mana, meaning that you can sometimes pay 4 mana to draw a card and block to gain life. It’s also an enchantment, which opens it up to a hearth of removal, and in any deck that wants this, opponents will remove it. That being said, it’s still an Enchantress, and it’s definitely above average in terms of value for Enchantresses, seeing as it replaces itself immediately, so if you’re building an Enchantress deck, consider this card while doing so.
#8 – Hydra Broodmaster
Yo, dawg, we herd u liek Hydras, so we put a Hydra with your Hydra so you can Hydra with your Hydras. #HAILHYDRA
In all honesty, this card is truly Timmy’s dream come true; it already overperforms its mana cost at 7/7 for 6 (though, arguably, Hydra Omnivore is a better example of this), but that Monstrosity ability gets disgusting right quick. In any deck that will want this, you’ll be able to activate this ability for 5 with absolutely no problem, and when you draw it later in the game, you’ll likely be activating this ability for 12 or more. Consider running this alongside a haste outlet, or perhaps a trample outlet, and that’s when things get really silly.
Another thing to consider with the Broodmaster is how this ability can really work wonders on defense, as well. Opponents won’t attack you into a Broodmaster and open mana, letting it function as not only an insane engine of pressure, but a wonderful rattlesnake as well. Such is the sign of a well-designed card, and I’m looking forward to actually getting a Hydra Broodmaster draw in my Maelstrom Wanderer EDH deck soon.
#7 – Iroas, God of Victory
Iroas highlights something I’ll be covering in next week’s article; the God cards don’t particularly provide backbreaking effects for the most part, but the effects that they do provide for EDH are incredibly solid, to a point where it’s hard to argue that jamming every one your colors has available to them isn’t the right call. Iroas exemplifies this; while he’s easy to dismiss as a standalone Boros card because he doesn’t do anything to patch up the weaknesses of Boros, he definitely does something for Boros and strategies utilizing more than just the Boros colors that’s a welcomed and oft-underappreciated thing; he helps them attack into anything and everything and not worry about it.
First of all, Iroas’ interaction with “when deals combat damage to player” effects is just superb, forcing your opponents to throw chumps under the bus or let larger ground pounders through to prevent you from triggering Swords or the like. Second of all, and this can’t be reiterated enough; your creatures can’t die in combat. Let me break this down for you; so long as you control more than half the number of defending player’s creatures, you’re getting damage through in some form or fashion. If your creatures are large and in charge, your opponents’ creatures are dying, as well. Yours aren’t, on the other hand. So, someone want to tell me why you would pass up a card like this when your army can freely attack while it remains on board? Sure, there’s the off chance that you can get blown out by Return to Dust, Condemn, Swords to Plowshares or Cyclonic Rift, but such a thing is few and far between, if you ask me.
#6 – Sage of Hours
Okay, while I’m not a fan of infinite combo in any form or fashion, I have to give it up to Wizards; they’re doing a much better job of making fairer variants of the strategy, and they’re making interaction with combo a lot easier. Yes, you can easily enable this thing to go infinite with little to no effort. What you can also do is just aim a Swords to Plowshares at this guy and be done with it. That is a much fairer way to deal with this combo than trying to aim the same StP at an Eternal Witness bonded to Deadeye Navigator that’s returning Time Stretch when it enters.
My distaste for the combo aside, +1/+1 counters are getting easier and easier to come by these days, in the advent of Master Biomancer and Kalonian Hydra, so enabling this thing is not exactly the most difficult prospect. Have Forgotten Ancient pass the dutch, then you just double it up and Bob’s your uncle, you have infinite turns. There are a number of interesting things you can do with this, but while its use lies solely in its ability to infinitely combo, it can just be used as a giant bank of Time Walks. Really, though, who ever looked at a card like this and thought, “I want to use this card fairly?” Pfft. Squares, that’s who.
#5 – Pharika, God of Affliction
Hey, guess what? Remember when we all laughed at Pharika and how useless she is? Yeah, Domri Rade says hi. Pharika has a wide array of uses as not only a wonderful graveyard hate engine, but as highlighted in my first Let’s Talk article on the set, she is the undisputed queen of the combat step.
Any opponent declares an attack with a threatening creature that the board wants dead. You simply look to the defending player and ask, “Do you want it dead?” They say yes, and you exile the best creature in their graveyard, making a 1/1 to block, killing the board’s threat, and laughing straight to the bank with this. (Haw, haw haw haw haw haw.) Obviously, this isn’t a universal fix to the problem, as sometimes, the defending player won’t have a creature in their graveyard to exile, or the attacking creature will wield Sword of Feast and Famine, but honestly, the potential to be the puppeteer of a board state is far too tempting to ignore, and is a gesture so powerful she even beats Iroas in terms of sheer power. For a card that was written off, I for one think Pharika will be a powerhouse in Golgari-based strategies moving forward.
#4 – Ajani, Mentor of Heroes
Okay, Ajani had to have graced this list in some form or fashion. There are a number of applications he has, despite his downright laughable ultimate. While I touched on them in the second iteration of Let’s Talk Journey into Nyx, I’ll go into a bit more detail here.
Firstly, Ajani is arguably one of the better +1/+1 counter enablers printed period. Giving a single valuable attacker (the aforementioned Prophetic Flamespeaker is a good place to start) three +1/+1 counters, or synergizing with Kalonian Hydra by spreading them between your creatures is nothing short of amazing. Secondly, his other ability is, at least in my opinion, why you’d want to play him; he’s one of the only options you have in G/W to really dig through the top of your library for what you need, but aside from his applications in creature-heavy shells and Uril, the Miststalker, one of his most powerful applications is one of many Planeswalkers in a Superfriends Doubling Season build. Being able to dig for Elspeth, Knight-Errant with your Season active is on its own incredibly useful, which makes the card very powerful. It draws you a wide array of card types, powers your general and your valuable attackers alike, and in some games can straight up make you impossible to kill. All in all, a great card, and I’m looking forward to getting more testing done with it.
#3 – Keranos, God of Storms
I’m not going to lie; despite my bias, I was considering placing this at #2. Keranos’ value as a goodstuff general, as well as a near-universal auto-include in Izzet-based strategies, makes it one of the cornerstones of his colors, easily the #1 Izzet card printed for the format. It’s admittedly clunky, because 5 mana to draw you a card can sometimes be a tad underwhelming on the surface, but if it’s one thing control decks can do, it’s survive. Survival is how you tap into the usefulness of this card, as if you remove two or more creatures with its ability, it’s already gotten great use. Anything more than that is just pure value.
I question how any Izzet-based strategy, except perhaps five-color, merits cutting this. If impacting the board immediately is a problem for you, then yes, I’ll admit this card plays awkwardly when you’re behind (provided it doesn’t resolve as a creature; I think an indestructible 6/5 is a fine topdeck), but it has the potential to be an unkillable wall that your opponent will struggle to break through, and when they can’t, it will begin grinding out card advantage that just gets absurd through its incrementals. Overall, I think Wizards knocked it out of the park with Keranos, but while it’s powerful, I believe the last two outperform it. Any of the top 3 could have been #1–the three are all very close in power level, in my opinion.
#2 – Athreos, God of Passage
Yup, my flagship card of the set that I have advocate since the moment I laid eyes on it is in fact not #1! And yes, I had considered putting Keranos above Athreos in terms of power level, as well. Despite that, bias pushed me to have Athreos take the silver medal here. It’s just so hard to argue that he isn’t the best Orzhov general, and that while he might not be the best Orzhov card to take the helm, the fact that he fits seamlessly into the 99, unlike Ghost Council of Orzhova or Teysa, Orzhov Scion, just makes him the same as his other divine bretheren; absurdly powerful.
There isn’t much to say about Athreos that I haven’t already highlighted multiple times, so I’m going to keep my review here short and sweet; Athreos has wonderful political makings, works extremely well in aggro or control, and has wonderful synergy with a wide array of cards, making him an all-star on all fronts. At 3 mana, he also curves well with almost every three-color combination; cast him first, cast the second on turn 4, and cast the third on turn 5. Assuming you cast Phenax, God of Deception or Karametra, God of Harvests, your general makes six devotion in all combinations, making it extremely easy to make all of the gods creatures. This is something I’ll again highlight next week, but as far as the mythos goes, Athreos is by far one of the best God cards of the entire fifteen, easily one of the top three.
#1 – Dictate of Erebos
In spite of all of the God cards coming full-circle and showing the insane amount of value they have, my pick for Journey into Nyx’s best card is in fact none of them, instead highlighting the power of Dictate of Erebos. While it may seem a little strange to pick a word-lacking rare stuck in a rather hit-or-miss cycle over a divine, splashy mythic as my #1 pick, let me just drag you all back down to earth for a second and remind you that Dictate of Erebos is Grave Pact with Flash. I don’t know how many times I have to tell you this, that effect is absolutely ridiculous.
On its own, Grave Pact is a card you literally play black for. The effect of forcing your opponents’ creatures, indestructible or not, to die alongside yours, is something so powerful, so iconic, so tied to what black does at its very core, that seeing another variant of the effect printed will grab the attention of anyone who’s ever played the color. And while many players will just gloss over it with, “Oh, this is good. My black deck will play this.”, it’s my job to give you a bit more of an in-depth look.
Let’s say you’ve got an army of chumps against an opponent with an army of dorks. Your creatures run into each other, make out a little, and a lot of dying is about to happen. You say, “In response to blocks, I flash in Dictate of Erebos.” Now, I don’t know if common sense evades most people, but for the record, if you’re doing that much trading or winning in combat, you don’t run your army into Grave Pact. Suddenly, as combat unfolds and the Dictate player loses 7 creatures, the entire board gets slaughtered and suddenly, your opponent has “bad blowout beats” written all over their face.
If that’s not enough to convince you, it’s even easier to splash than Grave Pact, being one less black mana to cast, at the cost of being one more mana overall. Seriously, there’s so much power in this card it’s absolutely criminal, and I can’t wait to hear the insane shenanigans this thing does to catch people off-guard.
And there you have it, folks, my picks for the top and the bottom cards of Journey into Nyx. Stay tuned for next week, when I conclude my Journey into Nyx string of content with an article on the God cards.
Check out my previous articles here:
Adapting to EDH Metagames:
Part 1 - http://thecgrealm.com/wordpress/?p=1177
Part 2 - http://thecgrealm.com/wordpress/?p=1252
Part 3 - http://thecgrealm.com/wordpress/?p=1317
Part 4 - http://thecgrealm.com/wordpress/?p=1370
Part 5 - http://thecgrealm.com/wordpress/?p=1454
Building on a Budget:
Dragon’s Maze Prerelease Weekend:
Hits & Misses of:
Dragon’s Maze -http://thecgrealm.com/wordpress/?p=1870
Innistrad - http://thecgrealm.com/wordpress/?p=2586
M14 – http://thecgrealm.com/wordpress/?p=2295
Theros - http://thecgrealm.com/wordpress/?p=2508
Born of the Gods - http://thecgrealm.com/wordpress/?p=2800
Legen-Wait for It-Dary:
Part 1 – http://thecgrealm.com/wordpress/?p=1606
Part 2 – http://thecgrealm.com/wordpress/?p=1595
Part 3 – http://thecgrealm.com/wordpress/?p=2214
Part 4 – http://thecgrealm.com/wordpress/?p=2278
Part 5 - http://thecgrealm.com/wordpress/?p=2303
Part 6 - http://thecgrealm.com/wordpress/?p=2310
Part 7 – http://thecgrealm.com/wordpress/?p=2323
Part 8 – http://thecgrealm.com/wordpress/?p=2336
Part 9 - http://thecgrealm.com/wordpress/?p=2341
Part 10 - http://thecgrealm.com/wordpress/?p=2525
Part 11 - http://thecgrealm.com/wordpress/?p=2617
Part 12 - http://thecgrealm.com/wordpress/?p=2691
Part 13 - http://thecgrealm.com/wordpress/?p=2822
Part 14 - http://thecgrealm.com/wordpress/?p=2933
Let’s Talk M14:
Painting a Target:
Planeswalking and You:
Stacking Up Commander 2013:
The Slippery Slope:
The Top Soldiers Of:
Azorius - http://thecgrealm.com/wordpress/?p=2640
Bant - http://thecgrealm.com/wordpress/?p=2907
Boros – http://thecgrealm.com/wordpress/?p=2854
Dimir - http://thecgrealm.com/wordpress/?p=2653
Esper - http://thecgrealm.com/wordpress/?p=2957
Golgari - http://thecgrealm.com/wordpress/?p=2760
Grixis – http://thecgrealm.com/wordpress/?p=2984
Gruul - http://thecgrealm.com/wordpress/?p=2669
Orzhov - http://thecgrealm.com/wordpress/?p=2681
Rakdos - http://thecgrealm.com/wordpress/?p=2663
Selesnya - http://thecgrealm.com/wordpress/?p=2677
Simic - http://thecgrealm.com/wordpress/?p=2900
Trial & Error: