10.Soul Rend (a Terror but only for white creatures) 9.Great Wall (you can now block all creatures with plainswalk, how useful) 8.Foxfire (stops a creature from attacking for a turn) 7.Reality Ripple (phases out stuff. A sorry Desert Twister) 6.Headstone (moves one card from the graveyard to out of the game) 5.Varchild's War-Riders (Trample, Rampage 1, 3/4, Communitive Upkeep: target opponent gets a 1/1 red creature every upkeep. Finally a card the opponent hopes you get out) 4.Foresight (The same thing as Jester's Cap except you can only do it to your library and it's blue) 3.Fevered Strength (1 swamp 2 others taget creature get +2/+0 until end of turn. Get a Giant Strength) 2.Carrier Pigeons (a 1/1 flyer that takes 1 plain 3 others. Terrible deal) 1.Burnout (1 mountain 1 other, counters target blue interrupt. An anti-Counterspell. Think of the chance of being able to use that.)
The Top Ten |
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