Lorwyn is a set that emphasizes creatures, and specifically creature types. It is arguably the hardest that Wizards has ever pushed creatures as a theme. As a result, these cards in general are going to force you to choose your creature type to stand by if you want to be competitive. Onslaught Block was the first time Wizards did this, but they didn’t quite do it right because the only tribe to break through in constructed was goblins, and it was only a tier two deck by the end of block season thanks to the overwhelming natural strength of the cards not aligned with creature types that came in Scourge. It appears that Wizards worked very hard to not make the same mistake this time. I hope you like swinging with guys, because you may not have another choice.
The cards in this set are by and large not very subtle. Unlike Time Spiral block, which just gave us a ton of interesting and good cards and told us to have fun with them, this block is going to tell you exactly what you should do with the cards in it. Some people will love this, and some will feel that their decks are being built for them. I think Magic loses a lot when it’s too easy to see what to do with the cards we have, but I trust that there are enough sexy-looking but bad strategies to trap people who don’t mind having fun at the cost of winning less. Time will tell if this is the case.
White has three tribes going on inside of it. The kithkin are a swarm deck that has a ton of little creatures. There are a lot of obvious cards here, so just take them all and you’ll probably come out with something reasonable. The merfolk in Lorwyn are a giant Rube Goldberg machine that just wants to tap and untap a lot- I wish I were kidding, but I’m not- so I suggest letting them do that if you want them to do good work for you. Finally, white has giants, but the nature of giants means that they are all large, awkward, and slow, so at this point I don’t think we’ll be seeing any “giant decks” even in block constructed. This may change if Morningtide gives us small, cost-efficient and against-flavor giants. Wizards chose not to give us a green-white kithkin-aligned land, which indicates to me that they believe that it’s the best of the two-color tribes.
I’m only going to talk about cards that I think are worth talking about for constructed. If I miss something, yell at me in the comments.
Ajani Goldmane - 2WW
Planeswalker - Ajani (Rare)
+1: You gain 2 life
-1: Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
-6: Put a white Avatar creature token into play with “This creature’s power and toughness are each equal to your life total.”
4
The designs of the planeswalkers are very odd to me. It appears to me that each of them was carefully designed to make every kind of player happy, which makes them feel awkward. Take Ajani. Ajani likes life. He’ll give more of it it to you, and he’ll even make you a Serra Avatar if you give him a back massage and a bubble bath. Casual players love life, so this is a fine design. However, good players don’t like life (just ask Gerry Thompson or Tim Aten), so we get a random non-life ability to keep the card reasonable for someone who knows that life isn’t important. The question becomes how worthwhile having a semi-permanent Marshalling Cry every turn is. Ajani is obviously a limited bomb, but it remains to be seen in constructed how often big creature stalls happen. This card will probably be reasonable in block constructed given that half of the sets in that format will push you to play tons of creatures, but the permanent bonus to your creatures could maybe push this into standard. Just don’t have any illusions about ever wanting to activate the other two abilities.
Austere Command - 4WW
Sorcery (Rare)
Choose two - Destroy all enchantments; or destroy all artifacts; or destroy all creatures with converted mana cost 3 or less; or destroy all creatures with converted mana cost 4 or greater.
This card is beautiful. Wizards is contractually obligated to put a Wrath of God variant in each block, but this is the creature block, so we can’t just kill all creatures. That would be no fun. Instead, we let the creatures pick who gets God’s wrath. Those who come with giants will choose three or less, people who brought kithkin will choose four or greater, and the people who don’t care about climbing on the footholds that Wizards gives us will just kill everything while we are playing some kind of control deck that turns out to be the best deck in the block format despite Wizards’ best efforts. All kidding aside, this is a very smartly designed card. It’s splashy, skill-rewarding, and doesn’t force you to not play creatures to play it. It also costs two mana too much, so it will likely not be worth playing outside of block constructed. However, Akroma’s Vengeance made the transition out of Onslaught block constructed, so I wouldn’t be shocked if this card did too.
Avian Changeling - 2W
Creature - Shapeshifter (Common)
Flying, changeling
2/2
These cards are beautiful designs. In limited, they give you a real shot at having two or even more tribes actually work in a deck. They may not be elegant looking, but they will play very well. In constructed, we aren’t held back by pedestrian concerns like card access and having to play stuff like this to fill out the theme means you’re not trying hard enough, you are using two tribes when you probably shouldn’t, or you’re building something like a casual elephant deck that needs a better mana curve. Don’t play this card if you can help it, but if you do I guess I could understand.
Burrenton Forge-Tender - W
Creature - Kithkin Wizard (Uncommon)
Protection from red
Sacrifice Burrenton Forge-Tender: Prevent all damage a red source of your choice would deal this turn.
1/1
This guy is quiet, stands in the corner at parties, and doesn’t do a whole lot when you talk to him. He’s good friends with this next card though, so you’ll probably see him around for the next year if you want this guy on your team:
Cenn’s Heir - 1W
Creature - Kithkin Soldier (Common)
Whenever Cenn’s Heir attacks, it gets +1/+1 until end of turn for each other attacking Kithkin.
1/1
This is the first of many unsubtle cards in the set. The message here is that if you want to play kithkin, you are going to play a lot of kithkin. You won’t be able to put many spells in your deck, and you are also going to have to do a little reaching with cards like our awkward and awkwardly-named friend the Burrenton Forge-Tender. If the kithkin entourage has to contain too many bad cards, you might end up with an inconsistent deck that has to draw an Heir or a Wizened Cenn to keep going. This problem is likely to solve itself with Morningtide, at which point we’ll have a real contender.
Entangling Trap - 1W
Enchantment (Uncommon)
Whenever you clash, tap target creature an opponent controls. If you win, that creature doesn’t untap during its controller’s next untap step. (This ability triggers after the clash ends.)
It is extremely unlikely that you can build a deck around clash. Also, this card assumes the opponent will play creatures. If you can build a deck around clash and all of your opponents play creatures, then have we got a card for you! I expect someone to make this work in block constructed but for it to not be very good.
Galepowder Mage - 3W
Creature - Kithkin Wizard (Rare)
Flying
Whenever Galepowder Mage attacks, remove another target creature from the game. Return that card to play under its owner’s control at end of turn.
3/3
The fair thing to do with this card is to use it as the top end of a kithkin deck to remove blockers. This probably isn’t worth doing. Thankfully, we have unfair things to do, all of which involve removing our own creature for fun and profit. Momentary Blink and this card will be good friends for a year or so.
Goldmeadow Dodger - W
Creature - Kithkin Rogue (Common)
Goldmeadow Dodger can’t be blocked by creatures with power 4 or greater.
1/1
This is another terrible kithkin card you may be forced into playing. Moving on….
Goldmeadow Harrier - W
Creature - Kithkin Soldier (Common)
{W}, {T}: Tap target creature.
1/1
This is more like it. You might not think this is a constructed card, but this will probably be one of two default kithkin one-drops since it’s essentially a removal spell that also happens to attack, and in the worst case being a 1/1 kithkin is oddly worth an awful lot more than a card and one mana in this world thanks to Wizened Cenn, Cenn’s Heir, and Militia’s Pride. The other default one-drop is….
Goldmeadow Stalwart - W
Creature - Kithkin Soldier (Uncommon)
As an additional cost to play Goldmeadow Stalwart, reveal a Kithkin card from your hand or pay {3}.
2/2
…Isamaru, hound of Kithkin. You will happily play four of this in your kithkin deck, and it will be useless everywhere else. Hooray for linear block themes!
Hoofprints of the Stag - 1W
Tribal Enchantment - Elemental (Rare)
Whenever you draw a card, you may put a hoofprint counter on Hoofprints of the Stag.
{2}{W}, Remove four hoofprint counters from Hoofprints of the Stag: Put a 4/4 white Elemental creature token with flying into play. Play this ability only during your turn.
Finally, something that’s interesting on its own. The first thing to realize is that this card is actually blue, despite the white mana cost and border. No one who isn’t drawing cards in unnatural ways will get anywhere near utilizing this card’s full potential, but a Jace Beleren or suspended Aeon Chronicler will let us get an Air Elemental every other turn, which starts to be impressive. Multiple copies of this card are even scarier; imagine casting Careful Consideration and then pooping out two Air Elementals. We will see this card in constructed if there is a deck that can get 1W early and naturally draws extra cards.
Judge of Currents - 1W
Creature - Merfolk Wizard (Common)
Whenever a Merfolk you control becomes tapped you may gain 1 life.
1/1
This is our introduction to the merfolk. Given what the rest of the merfolk do, this has a lot of potential to gain a serious amount of life. A second one will put you into the stratosphere if your merfolk engine is going.
Knight of Meadowgrain - WW
Creature - Kithkin Knight (Uncommon)
First strike
Lifelink
2/2
Another card that will go in your kithkin deck. I hate saying that again, but I have to leave the cards that are good. This one has legs in standard too, but it’s really just another solid bear. Critical mass of these guys will almost always give us a reasonable deck, as we have seen from Kamigawa block and Tempest block, and we certainly have critical mass here. This card could also be promoted to core sets.
Militia’s Pride - 1W
Tribal Enchantment - Kithkin (Rare)
Whenever a nontoken creature you control attacks, you may pay {W}. If you do, put a 1/1 white Kithkin Soldier creature token into play tapped and attacking.
This didn’t look impressive to me on first glance, but when I found out that this was rare I snapped to attention. Wizards doesn’t want you to have this very often in limited, so they meant this to be a constructed card. Because of that, I think it’s safe to start every kithkin deck you make with four of this card. Actually, we probably already have something like 28 cards to start the kithkin deck with. Another one of them is next!
Mirror Entity - 2W
Creature - Shapeshifter (Rare)
Changeling (This card is every creature type at all times)
{X}: Creatures you control become X/X and gain all creature types until end of turn.
1/1
Lorwyn already wants us to have a ton of creatures in play, so now we get to make them all huge. This card is going to be a block constructed superstar, since it is every creature type and you’re already going to have a ton of little creatures out. It’s also randomly a shapeshifter, so it goes in your merfolk and kithkin decks. It probably won’t do much outside of block when the creature type bonus isn’t important and when you can’t get away with playing excessive amounts of creatures so easily.
Neck Snap - 3W
Instant (Common)
Destroy target attacking or blocking creature.
I don’t have anything particularly enlightening to say about this, but I love cards like this that give white ways to kill things at strange times. This is a great and simple limited card that could easily be promoted to a core set. Well designed.
Oblivion Ring - 2W
Enchantment (Common)
When Oblivion Ring comes into play, remove another target nonland permanent from the game.
When Oblivion Ring leaves play, return the removed card to play under its owner’s control.
Now we’re talking! In my cube, we play Chaos Orb as an untargeted Vindicate. I don’t think I have ever passed Chaos Orb, and this comes really close to that functionality. The fact that it is a common almost surprises me because of how powerful that is. We will see this card in standard. The interesting question is how often people will be able to surprise you with instant speed enchantment removal. I suspect that in constructed that will not often come up, so this card is safe before sideboarding almost always and still most of the time afterward.
Summon the School - 3W
Tribal Sorcery - Merfolk (Uncommon)
Put two 1/1 blue Merfolk Wizard creature tokens into play.
Tap four untapped Merfolk you control: Return Summon the School from your graveyard to your hand.
If there is a good Merfolk deck, this is probably in it. The obvious decks in this format are very easy to build, and this was deliberate on Wizards’ part. Hopefully some non-obvious ones will turn out to be awesome too. I wouldn’t want my competition to have it too easy.
Surge of Thoughtweft - 1W
Tribal Instant - Kithkin (Common)
Creatures you control get +1/+1 until end of turn.
If you control a Kithkin, draw a card.
This needs to be tried in any kithkin deck, but I think there isn’t going to be a lot of room for spells in such a deck. This may be a kithkin spell, but it doesn’t interact with Cenn’s Heir, Wizened Cenn, and Militia’s Pride which are the real reasons to go kithkin right now.
Thoughtweft Trio - 2WW
Creature - Kithkin Soldier (Rare)
First strike, vigilance
Champion a Kithkin (When this comes into play, sacrifice it unless you remove another Kithkin you control from the game. When this leaves play, that card returns to play.)
Thoughtweft Trio can block any number of creatures.
5/5
This thing is large and in charge. The only real question is if you can support four of them in a dedicated kithkin deck. I think it’s probably worth it if you can, because this thing is a monster. This is probably one of the best champion cards because the kithkin that you are championing are much more cheap and disposable creatures of the other tribes. There are a whole lot of very inexpensive kithkin that aren’t particularly impressive on their own that you will be playing. I expect that a correctly built kithkin deck in block has something like twenty-four creatures that cost two or less, so this card will always have a friend you don’t mind having him piggyback.
Veteran of the Depths - 3W
Creature - Merfolk Soldier (Uncommon)
Whenever Veteran of the Depths becomes tapped, you may put a +1/+1 counter on it.
2/2
Oddly, this card is almost reasonable without being part of a merfolk Rube Goldberg machine. It hits for three and then four without any help, which gets impressive in a reasonable amount of time. With a little help from its friends, this guy will be able to get large really fast. This is an important part of the merfolk deck, if that deck is good.
Wispmare - 2W
Creature - Elemental (Common)
Flying
When Wispmare comes into play, destroy target enchantment.
Evoke {W}
1/3
I predict that while playing block constructed, you will at some point put this in your sideboard with a heavy sigh and it will be correct even though it looks terrible.
Wizened Cenn - WW
Creature - Kithkin Cleric (Uncommon)
Other Kithkin creatures you control get +1/+1.
2/2
This is a four-of in your kithkin deck. It might look something like this:
4 Goldmeadow Harrier
4 Goldmeadow Stalwart
3 Goldmeadow Dodger
4 Wizened Cenn
4 Cenn’s Heir
4 Knight of Meadowgrain
4 Mirror Entity
4 Thoughtweft Trio
4 Militia’s Pride
2 Ajani Goldmane
23 Plains
I hope it’s really not that easy to do in practice.
Lorwyn mainly gives us cards that are good with other Lorwyn cards. In white, we have seen a very obvious kithkin deck and a few pieces of the merfolk machine. I omitted almost all of the giant cards because they don’t seem good. If we try to transport these cards outside of Lorwyn, we end up with a small set of reasonable cards that includes Knight of Meadowgrain, Oblivion Ring, Austere Command, and maybe Ajani Goldmane. I don’t begrudge Wizards for making the choices that they made when building this set, since it is quite obviously going to play amazingly well with itself. I only wish that they had included more cards that had legs elsewhere.
Many Magic players are not very good at actually playing spells.
Zac Hill’s recent article