March of the Machine Combined Review
As far as battles go, moving forward I think we're in a good space here to flip them if the juice is worth the squeeze; we win with combat, we have fliers, we have board control. It's a good fit. I personally don't think any of them are worth it from this set, but we will get more.
Artifacts/Colorless/Lands
- Sword of Once and Future - The cycle is complete, and this one isn't terrible by any stretch. Sword of Hearth and Home has been a true monster for me, great value almost every time. I think this is just fine. It's a reasonable include, gives protection in relevant colors, and I don't hate surveil. I just think if we're filling the yard we have more efficient ways to do it, and casting spells from yards is unreliable value. It could happen, but for every time it does I think you're just as likely to not have any targets.
- Bitterthorn, Nissa's Animist - I like the thematic throwback to Sword of the Animist, but the raised CMC and equip cost is what turns me off here. It's fine and a defensible include, but I don't want it if I've got it's predecessor.
White
- Boon-Bringer Valkyrie - I really like back-up as a mechanic, and I wish they had pushed it more. This is sort of the best we got for it, and it's not quite there. Overcosted, keywords we mostly have already in better cards, it's not there.
- Guardian of Ghirapur - Definitely one I want to try. I like the low cost, good stats relative to CMC and I like the effect. I wish it had flash but it's fine. This will end up being a way to recur value pieces like Karmic Guide, Stoneforge Mystic and Ranger-Captain of Eos. Bare minimum I see it resetting blockers or rocks to play multiple spells. I'm not sure if it stays in the deck but I want to try it out for sure.
- Invasion of Gobakhan - Probably the most viable battle card we have thus far. Sorcery speed hand disruption is...fine, if we know what we're doing with it we can make life hard, but we're really considering it for the flip. 3 to flip is super easy for us, and on board buff and instant speed board protection is nice. I don't know that it makes it in as a definite, but if I'm trying any I'm trying this one.
- Knight-Errant of Eos - Another I want to try. Convoke is strong. This one is in a bit of a weird spot where we want some weenies in play to tap for it, but the more we have the less we're searching for. So I think it's value is going to be somewhat self-limiting. I think it could be interesting, and I'll probably playtest it, but I'm not certain.
- Surge of Salvation - White Veil of Summer isn't quite there yet. It's fine and defensible in many lists but I'm not sure I care enough for it here. Getting protection yourself is a really nice unique effect though, so as a reactive trick it might be nice to have in the wings.
- Chivalric Alliance - This I really like. It's cheap, it's definite draw for us pretty reliably, and it helps me fill my yard without losing out on creatures in play. It's not the best rate for discard or token generation, but even just as a draw trigger I'm happy to give it a go.
- Conjurer's Mantle - Nice to be digging for relevant creatures, but I'm not sure there's enough value on it to be worth the trial. I'd be happy to be proved wrong though.
- Firemane Commando - I like this, mostly. I think we're going to give away a lot of draw with it, and for that reason I'm reluctant to play it. We can trigger draw for ourselves nicely with it, but I worry that for every one card we draw we're going to give away at least one or two - no one really wants to attack into us anyway in most cases, so it's a bit too symmetrical for me to really like it. As well as that, a lot of our control tries to squeeze people for resources; I don't want to give anything away for free if I can help it.
As well as these, I've made a few tweaks which seem to be working out nicely.
Aside from dropping the cost a little most of the changes are fairly obvious. Lantern has been in and out, it'll likely stay now. It's a good versatile piece of interaction and draw. Soul Partition I really like. It's well costed, puts our opponent back more than most bounce would, and hits most anything we need it to. It has defensive applications too given that we don't pay the tax for casting from exile. Enlightened Tutor is kind of an obvious one. For most purposes it's going to be a second Steelshaper's Gift, but I'm going to squeeze Chivalric Alliance in too, and there's other control pieces in the deck that'll make it a versatile add.
As for cuts, Containment Priest just bumped into my own reanimation too often, Disciple of Caelus Nin was a bit unwieldy and costly. I like the effect, it just wasn't worth the cost. Finally, Calamity's Wake was always a trial, it just didn't get there.
Feel free to let me know if I missed anything from the new set, it's hard to collate everything that comes out these days.