Okay, we’ll start with the obvious. If you can’t get this out of your head when you think of the deck’s title, you’re not alone, because when we sat down to put the deck though its paces we couldn’t either. That aside, Jimi selected the new Mirran Boros construct Battle Cries to put up against Doom Inevitable, and we quickly got down to business. The question we were looking to answer was to see how effective Doom is in surviving the early game and buying itself time to establish board presence. This was the big weakness of it’s spiritual predecessor, Scars of Mirrodin’s Deadspread. Still, Doom seemed to have a lot going for it in our deck analysis. But how would it stand up in an actual game?
We gave it three passes, and here are our notes.
One of the primary functions of intro decks is to serve as a showcase for the themes and mechanics of their respective set. They work best when they’re not only fun to play, well-balanced, and reasonably competitive, but also when they give you a good idea of what the set is about. In today’s Standard environment, Wizards has experienced mixed success. Zendikar’s decks were a severe disappointment. When development could summarise the set in three words, “Maps, Traps, and Chaps” (better known as Quests, Traps, and Allies), yet the slate of intro decks virtually ignored all but the latter, there’s a puzzling disconnect between the decks and their set.
Worldwake’s decks were solid enough, although the Quest and Trap deck never materialised, but things took an odd turn in Rise of the Eldrazi. Almost as if they were overcompensating, Wizards built and entire deck around the Totem Armor mechanic, a device which probably wasn’t significant enough to warrant its own standalone deck. To make things worse, Totem Power was very underwhelming, presenting a motley collection of uninspired creatures to stick your Totem Armors on. Although every mechanic deserves its turn on the catwalk, perhaps not every one deserves its own show.