To enhance these weekly posts, I'll be embedding a link to Gatherer, the official Wizards of the Coast card catalog with all the info, rulings, and card text errata.
I have three packs from the Shadows Over Innistrad block, which contained just the two sets: the eponymous Shadows Over Innistrad, and Eldrich Moon. The theme is Lovecraftian and Gothic horror, with vampires and insanity and Things That Should Not Be.
Many cards include the keywords Delirium, Emerge, Escalate, Investigate, Madness, Meld, and Skulk, some of which only appeared previously in the first Innistrad block. Double-sided cards with a Transform trigger of some kind are also included for creatures (and other cards...) becoming vampires, werewolves, demons, and the like.
Today, we'll take a look at the one pack from the first set, and next week, let's plan on a double pack event for the expansion set!
As usual, I'll start with the commons. There are only eight this time. Usually, there are ten, or nine with a foil, but if memory serves, each pack in this block also includes a guaranteed double-sided card of random rarity with that Transform mechanic. At any rate, I anticipate a foil...
Silent Observer costs 3U for a 1/5 flyer, so it's not too bad as a defensive blue card, but not great. As is typical in this set, though, the flavor text is properly spooky. "It's not just a feeling--you are being watched."
Survive the Night costs 2W and grants several benefits. Good card. Target creature gets +1/+0 and gains Indestructible, plus Investigate. White is usually not flush with mana, but card draw is always good, especially if saved up for the late-game crunch.
Just the Wind "There's nothing to worry about." 1U, or just U if Madness triggers, to return target creature to its owner's hand. Very nice. "Oh, you think that big demon is going to end me? Nope."
Apothecary Geist is very good in a deck with other Spirit creatures, because while 3W for a 2/3 Flying creature is a bit over-costed in my opinion, the +3 life if you control another Spirit is a nice bonus.
Wicker Witch is an Artifact Creature - Scarecrow. One of my friends runs an EDH Scarecrow tribal artifact deck, and it can get scary. This one is not such a great addition, though, when you pay 3 for a 3/1 with no other abilities. It needs synergy with other cards to be worthwhile at just 1 toughness. Otherwise, pass.
Vessel of Malignity is an enchantment that costs 1B to play, and then a further 1B to trigger. It causes an opponent to exile two cards in their hand from the game. Note, however, that Magic rules have gotten strange, and some cards can even be played from exile... Watch out, because you might inadvertently give your opponent ammunition, but removing options from an opponent is still usually good.
Voldaren Duelist costs 3R for a mere 3/2, but it has Haste, meaning it can immediately attack the turn it comes into play, and you can prevent an opponent's creature from blocking. The ability to shift the tempo of the game and control what your opponent can do might be handy, and red decks usually like aggressive playstyles.
Watcher in the Web is another green spider with Reach, so it can block flying creatures like others before it, but this one has a twist: it can block up to eight creatures each combat. As a 2/5, it won't kill them all, and probably won't survive, but it can be a huge deterrent when it can single-handedly stop an rush of assailants. For 4G, that is not a bad deal.
On to the extra spicy stuff now!
Ravenous Bloodseeker costs 1R for a 1/3, which is very average. I think I have mentioned before that the average of the strength and toughness is usually equal to the converted mana cost (CMC) of a creature card, and deviation from that indicates better or worse than average, barring extra abilities. This card has an extra ability: discard a card to give the creature +2/-2. In this set, the option to trigger madness costs/effects for other cards adds a a strong synergy to what would otherwise be a tough choice. Especially when playing a deck themed on this block, this might be a surprisingly strong card.
Crawling Sensation is an odd enchantment that requires you to flip cards from your library (draw pile) straight into your graveyard (discard pile). Self-mill is a risky strategy, but it does give a bonus 1/1 green insect token whenever one or more land cards enter the graveyard from anywhere. Coupled with the graveyard shenanigans this block offers, this self-mill strategy isn't entirely a bad thing.
Pale Rider of Trostad is another card that can be surprisingly strong in this deck. It costs just 1B for a 3/3 with Skulk, but you also have to discard a card. The again, if you have cards with Madness, or you toss a land card while Crawling Sensation in on the field, good things can be triggered.
Avacyn's Judgement is a disappointing rare. It's just $0.35 online, and I can see why. Outside this set, it has very limited utility, and the Madness effect would be harder to trigger. that said, I want to see if I can find a way to make it work anyway. I have some half-formed ideas for a janky red aggro EDH deck built around high-damage spells, and red has lots of cards that let you draw in exchange for a discard.
Our double-sided card is Thraben Gargoyle, an uncommon card that costs just 1 for a 2/2 with defender, meaning it can't attack. It costs another 6 to transform it into a mere 4/2, albeit with flying. Still not a very good deal in my humble opinion, and the online prices seem to concur. $0.25, like most uncommons.
The foil is Puncturing Light, a common card with a negligible price bump for being shiny. However, it is still an Instant that costs just 1W to destroy any attacking creature... with power 3 or less. So not awesome.
To finish off the pack, there is a Forest basic land card and a token for the Jace planeswalker card from the set. Had the pack included Jace himself, it would have been a much better value, guaranteed.
All told, not spectacular. What would you have drafted back in the day? What fits your deck, or otherwise grabs your attention here? Chime in below, please!