As the final few Zendikar spoilers trickle into view and the preview dust settles we ready ourselves for the real action. Actually playing Magic with these 249 cards. Duelists have high hopes for the newest MTG expansion. And why wouldn’t they? Its jam packed with goodies from every color and card type. New planeswalkers have fans drooling as does the latest WotC invention: Landfall. And vampires are cool again, imagine that! All aspects of the game are seeing more-than-solid additions in these cards, but what are the cards we really care about? Each set brings with it a select few, the creamiest of the creme, that are so outstanding it insults them to be coupled with the chafe. These are the wheat, and we must honor them! How will we pay such honor? By numerically ranking the five best cards in all of Zendikar. The criteria are simple, these are the most desirable, the most popular and the most effective spells in the set.
changes mtg forever
Lotus Cobra – Unless you have been trapped in an ice cave for the past week chances are you’ve seen this card mentioned a few times. If you happen to peruse MTG forums and message boards then, well. . . you can probably name ten different turn four win combos involving this slithery mana ramper. In fact, not since the days of Fastbond has mana been ramped with so much zest as it will be when Lotus Cobra hits standard play. Of course, not only are you accelerating your mana but you’re fixing it as well. Lotus Cobra’s landfall allows any color mana, meaning crazy spells from every slice of the color-pie. Aside from it’s status as the best creature in Zendikar, LC brings with it two equally important aspects. First, this could herald the return of the competitive combo deck. Since Lorwyn landed in 2007 only Seismic Swans (later Cascade Swans) made any real tournament noise. Not any more. Turn three Violent Ultimatum decks will start sprouting up across the MTG landscape like mushrooms. Second, WotC made the bold choice of basically throwing the mana curve out the window. All of Magic is dependent on that curve and it has now been drastically altered. I am not judging here, merely stating fact.
look familiar?
Enemy Fetch Lands – One could argue that a complete set of five cards can’t simply take up one spot on this list. We wouldn’t. Instead we focus on the sheer synergy created when combining our number one choice with our number twos. Lotus Cobra gains so much of it’s steam from the ability of these lands to generate two or even three landfalls in a single turn. For many, these lands are hardly new as Onslaught contained the compete cycle of allied color fetch lands. And those lands have been popular for some time (anyone else feel like fetching a Ravnica dual land post-zendikar?), so there’s no reason to think the enemy versions won’t get equal face time. With so many instances of landfall in Zendikar, getting maximum output will be very important, even in limited events. Mana fixing, and landfall triggering not withstanding these lands serve a smaller service: thinning your deck of excess land cards exactly the same way Terramorphic Expanse does. It may not sound like much, but top-decking land in a crucial situation can cost you the game. And while not exactly ‘dual’ lands, this cycle will see play in every game environment from the super-casual to the Grand Prix.
sorry aggro, it was great while it lasted
Day of Judgment – Unlike the previous two cards Day of Judgment’s importance is almost exclusive to standard formats. That is not to say that this importance does not easily validate DoJ’s ranking at number three on our list. For three months standard has had no absolute sweep and creature heavy aggro decks have ruled tournaments everywhere. Merfolk and elf rush strategies became relevant and Alara-themed stomp decks crushed. Some of that had to do with the lords from M10 mixing so effectively with the Lorwyn uncommon lords, but most of it had to do with Wrath of God becoming out-dated. For players that fail to see any real difference from a card like Planar Cleansing allow a quick explanation. The two extra mana are not the problem here, it is the two (or more) extra turns you must take before being able to play it. Playing sweepers, even on turn five, is too late for almost any serious anti-rush strategy. In other words, if you don’t sweep by turn four you’re dead anyway. Sorry. One final silver lining, if you like extended formats you can cram that control deck with eight Wrath effects now! If you try not to stray into extended territory still take heart, at least your elf troubles are over. (Ed note: the ability of creatures to regenerate out of DoJ has been noted and since beaten into the ground. However, Zendikar doesn’t contain enough regeneration to make this a big issue in our minds.)
bigger than you think . . .
Mindbreak Trap – Recently Jay-Z released a song titled D.O.A. or Death of Auto-Tune (the musical device that makes T-Pain sound like a robot). Not long after, WotC released Mindbreak Trap the first mythic counterspell in Magic history. How are these events related you may be asking? Simple, when Wizards announced Mindbreak they might as well have called it D.O.S. or Death of Storm because that is what this card means. In fact MT reaches further back than that, to the days of Channel/Fireball on the first turn. The three-or-more-spells in one turn combo has been killed. And killed hard! It won’t matter if the spells can’t be countered (they’re exiled instead) and it won’t matter if you’re tapped out (you can always pay zero). And did we mention that unlike Pact of Negation, this zero cost can be played with any mana base. Because of these far-reaching effects if was difficult to judge Mindbreak. We decided that due to the lack of impact on Zendikar itself, MBT couldn’t rank any higher. However it still gets credit for seriously nerfing any cascade heavy deck and being at the very least a four cost Counterspell instead of a dead card. It’s also able to counter popular uncounterables such as Volcanic Fallout and Great Sable Stag.
a limited bomb
Conqueror’ Pledge – Token generation in standard was about to take a giant hit with the rotation of Lorwyn. Duelists were concerned they might not need all four Ajani Goldmanes any more, and maybe Honor of the Pure was over-rated. Nope, not even close. While not a truly equal replacement of Spectral Procession, Pledge does come close enough to matter even without the kicker. And if you happen to have 11 mana, perhaps thanks to Lotus Cobra, then you just stocked your battlefield enough to win just about any game. Realistically, this card will rarely be played for more that it’s five mana cost. But six soldier tokens are more than enough to turn the tide in your favor. In concert with the buffers mentioned above Conqueror’s Pledge will be a foundation deck are built around for a long time. Together with a Day of Judgment you can play a Martial Coup effect well before you could even play the actual card.
- – - – - – - – - – - – - – - – - – - – - – - – - -
Like this article? Try these:
































I’m slightly skeptical as to whether or not Lotus Cobra will be quite as nutty as everyone says. Don’t get me wrong, it very well may be the strongest card in Zendikar, but at the same time, making enough mana for an Ultimatum on turn 3 requires a total nut draw. If you’re one short, then you basically have nothing that turn, so I don’t think CobraUltimatum.dec will show up as a combo item. Instead, I think it’ll be more of a ramp item, with lots of critters/spells (but mostly critters) at the 4-6 mana slots, which you can hit a lot more reliably on turn 3 than the 7 for an Ultimatum (though those could still be in the deck). In particular, Summoning Trap should be in there, so you can grab a dude if they counter the Cobra, and if they don’t, you at least have the option of hardcasting it on turn 3.

As for Mindbreak Trap… Singles preorders went live on StarCityGames.com late this morning, and MT opened at $10. I pondered a bit, emailed some friends about whether or not to order some, and then hit refresh. They only had four left in stock, which I then immediately bought. Yeah, it’s gonna be hot. My personal belief is that it’ll hit $15 or even $20 before too long, maybe more. I’m pretty confident about my decision to preorder a set at $10 each.
Leaf: One of your better articles. I enjoyed it greatly.
Also, what’s the point of Violent Ultimatum on turn 3? I mean, how many serious threats are gonna be out by that time anyway? It would be better to save it.
I think the point is to destroy all of their lands if nothing else
I think the point with Lotus Cobra is that “You can play almost anything on turn 3″ It doesnt have to be an ultimatum.. it can be anything released in the next 2 years that has a little green in it and costs less than 7. Or heck.. something that costs 6 with no green in it!
Then your hand is empty and you’re top decking with a 2/1 and a Birds on the table. TEN TURN CLOCK! And after that, you’re back at only 4 mana a turn.
Did you miss the part where your opponent’s lands are destroyed? Ill take the birds and snake for 5 turns while they try to recover and I’m generating hellza mana every turn.
(it won’t let me reply to Reinhart)
I know, it gives you 3 lands, a birds and the snake. Maybe a card or two in your hand. While your opponent has no lands or maybe 2 lands since you took out their creature. In order to pull off that play you need: lotus cobra, BoP, harrow, ultimatum, two fetch lands and a forest.
turn one – play forest & birds. (5 cards in hand)
turn two – play fetch land & lotus cobra (4 cards in hand)
turn three – play another fetch land (1 mana), sac both lands, grab 2 more lands, play harrow, sacing 2 lands, get two more and you’re now sitting on 7 mana. Play your ultimatum destroy 3 of your opponents permanents, which on their turn 2 will be 2 lands and a creature. (You have 2 cards in hand, oppoent has 6.) Yes, it’s really good but you basically out of steam at that point and you can’t mulligan into a play like that really. If you’re up against any deck with white, black or red, lotus cobra is going to die too. If you’ve got 7 mana of any color and the best you can do is destroy three permanents on turn 3 – and you think they’re lands, you’re playing against a fish. If a real player doesn’t do anything for three turns, they probably are going to lose anyway.
How about turn three Broodmate Dragon? Or turn four Nicol Bolas? Better?
Turn 3 Rampaging Baloths then you play, harrow, oracle of Mul Daya, Fetchlands until youve got ana army of 4/4 tokens.
Lotus Cobra is this sets Baneslayer Angel and will hit $30 fast. The enemy fetch lands will hit $20 very quickly due to the Landfall ability and the fact EVERY player from Legacy to Standard will want them all. Day of Judgement will probably hit $15 when Zendikar sells out like M10 die and Great Sable Stag did until M10 was readily available. Mindbreak Trap has serious potential in the long run as a Force of Will type card that in some situations is better and is playable and wanted by all players from Legacy to Standard and will probably hit $15 now and down the road hit $30. I see Oran Rief being a more useful and valuable card than Conquerer’s pledge for it’s versatility and ability to be played in any color deck and will probably hit $15 quick. Consider Zen a fantastic investment. I can only afford about 3-5 boxes and will be buying all that I can. It will pay for itself and is the best bang-for-your-buck set ever released by Wizards. Expect shops to not be so hesitent about ripping open boxes to sell the singles. Get in before they’re all gone.
Ob Nixilis, the Fallen
Yes?
I’m scared of you.
Good. Now go make me a sammich.
Nice article, but what about Warren Instigator? Nissa Revane? Those are better than Mindbreak and Conqueror’s Pledge…
I have to agree though, Mindbreak Trap is cool and one of the best anti-combo cards ever, but it’s getting some tight competition in this set.
Mindbreak Trap makes me love Kaervek’s Torch even more.
I really think Nissa Revane is pretty meh, especially for a PW. Generating infinite Elvish Warriors is cute and all, but she’s the only PW that can get bolted to death the same turn as she gets played despite using the + ability.
I’m sincerely doubting how great Warren Instigator is being a 2-drop. On the play, maybe, but if he can’t attack until your opponent has 3 mana…
Instigator is a risk/reward card. Waiting until turn 3 to attack is the risk, but two triggers per combat phase is the reward. He’s probably a bigger deal in larger formats, where you could use, say, Rite of Flame to drop him on turn 1.
We considered including both Nissa and the Instigator, but decied against it. They are too deck specific (elves and goblins) to be included as a top five card.
Yeah, I guess they would both see limited use, but they’ll probably end up making the decks they fit in the most popular ones.
Lotus Cobra into Turn 3 Violent Ultimatum requires the nuts. Into turn 3 Identity Crisis… now that’s something a little different.
For sure, I’m more of a fan of crisis here than violent.
I’d replace Mindbreak with Archive Trap. Turn 3 Path to exile opponent creature (if they didn’t search their library with fetch land already). You mill 13, play Trapfinder’s Trick and mill for another 13.
Am I wrong for thinking that Trapfinder’s Trick is a great card. To me it says “U1 instant speed tutor for whatever trap you built your deck around or any other trap you happen to need to play right now!” Almost all trap costs are 1 or less.
Sorry, Trapfinder’s Snare.
Its tough to force your opponent to search thier library though. Most of those cards say ‘may’.
Good idea though. Its just that mill cards are only good in one type of deck, where Mindbreak is good in any control build.
Fertilid…
I think you might have missed bloodchief ascension. But then again, it’s still pretty cheap on auction sites so I guess a few people (e.g. Chapin) have realized how good it is.
Prerelease tomorrow!!!! I already preordered a box on top of that as well! Can’t wait!
MOX DIAMOND!!!!
The Zendikar packs (only have a few) have un-reprinted old super-valuable cards! Woke up at midnite and went to a prerelease!
A combo I’m definately going to use is Lotus Cobra + Knight of the Reliquary…
Turn 2 drop Cobra
Turn 3 drop the Knight
Turn 4 drop a fetchland, and because the knights ability lets you gank ANY land, not just basic, you can grab another fetchland… sac them grab lands, play harrow, and that is a standard legal combo for ridiculous mana on Turn 4, which is usually the game deciding turn, if not Turn 5, where you just pull the same thing.
With a nut draw you could even play out your entire hand by turn 3 or something crazy like that…
…
So anybody else think that Lotus Cobra will become illegal less than a month in?
Actually, if you play…
Turn 2 Cobra
Turn 3 Play a fetch land – drop Knight using the mana generated from the Cobra and two lands
Turn 4 Play another fetch land – tap knight – tutor a fetch land – sac 3 fetch lands – then harrow
This will get you 8 mana on Turn 4…
This card with either become illegal or every deck is going to splash green to take advantage of it.
Or you can play the enchantment quest card that requires 3 landfall procs to generate 3 counters then sac it to gain 2 more mana. If you waited until turn 5, you could obtain 3 – 4 more mana on top of that 8
I think its legality is safe for now. The cards WotC has made illegal in the paste tend to be spells or enchantment/artifacts. Cards that you are much less likely to have an answer for.
I think Bloodghast is being overlooked a little bit. It’s going to be playable in most decks that cast it.
Having 4 Bloodghast in your graveyard late in the game will definitely be dangerous, it’s a good choice if you have cards that require you to sacrifice creatures. The fact that it’s a Vampire only sweetens the deal.
Very playable.
agreed
If you want play some landfall ability card.
Let play Realm Razer with some landfall card.IMBA
Cast Realm Razer and use some spell to destroy or sacrifice your own Realm Razer.
your land will removed and then return back to the battlefield.
This call bouncing land…
(COMBO with LANDFALL)
Really the best thing about cobra is that in decks that are type 1 with all sets its baicly a unlimited combo starter. You can do things like terimorphic expansion and fetch land to play more then 1 land per turn giving you more then one land from cobra. As well as the many socerys that do this and as well as many creatures that do this as well. SO basicly this is a combo card that can cause an easy unlimited combo if done rigtht =) best card in set by far. Best card in block except for noble .. i like exalted.