Now, I must admit, I've been a bit silly. When I first thought to write my article on limited, I was going to go over what each of my packs gave to me and why I did what I did. But I may have accidentally mixed up all the cards, so that options out of there. Instead, I'm going to write about 5 cards that stood out during the event, mostly in my deck but also a few elsewhere.
I must confess, I didn't have to think twice about adding this card to the list. It's just so good for puns! And disregarding that it's still pretty awesome. Looking at the spoiler it's just a card I skimmed past, but in game it was simply brilliant. It gave you something to do with your mana, and if you had a bit left over gave some nice card advantage along with it! Sadly counterspells were few and far between in Innistrad, and I only pulled one, but decided not to use it due to restrictive conditions. Thus there were very few shenanigans you could play with this or that instant. But I certainly look forward to the mana leak and Think Twice "combo" so you get advantage from your opponent whatever happens. I was not sure if I was going to go blue before, but now I want to so I can play this card!
I really liked this card going into Limited, so was happy to see it in my pack. I still liked it coming out. But during... No. I may have made a mistake to add him in alongside the blue zombies so he rarely had a target, but I can only remember playing him twice... as a 1/1 and a 0/0(I really should have checked first...) So in limited, he probably aint the perfect card to be playing. But he's still pretty fun.
Like Splinterfreight, I had high hopes for this going in, so I was very happy to see one on my pack. Yet in limited, unless your fairly lucky he just don't shine. Most of my instants either had flashback themselves or were not ideal targets. I can see he's going to be awesome in constructed across the formats, but in limited he really does not meet the mark. Still, having that flash can make him useful, so hes probably a good addition anyway - just not nearly as good as he should be.
Villager of Estwald
Less this specific card, but werewolves in general. I was at first sceptical of how Werewolves worked, but I can now say that their mechanic is awesome. I found myself playing one, and missing a go gave me a beastie, and it's harder to deal with that you may think, either over-exert yourself or deal with it. And the missing a go don't really matter much either, being able to think twice during your opponents turn and then play another card on yours. I look forward to seeing more of these guys, and although with ponder and the like making it easier (I imagine) in constructed, it's something to look forward too.
My final card comes with a story. I was playing the last round. I was 2-2 so really wanted the win. My opponent mulligan'd to five, and I felt a bit more confident. Then they went to four, and I was like... this is bad. For me. I don't know why, but going down that low implies you kinda know what your doing. So he continually hit his land drops until T5, when he had a 5/4 flyer, I had no removal, and no way of dealing with it. So he slowly drew all those cards back and regained his loss, eventually winning the game. So it's brilliant for this format, if I didn't want one so much I'd consider first picking over Garruk. Maybe when I get my play set of that. On a side note, in limited I never get any removal and my bombs tend to not go further than Vastwood Gorger, so I'm not too lucky in that sense - I just get mythics after. I think I came about 37th/57, not my best attempt but still pretty good for a first bash at limited.
I hope you enjoyed the article. Finally, a shout out to Ollie, who is a Powerful Planeswalker!
See you next week... and may the Heart of the Cards be with you for that!.