Zendikar: Unstable Terrain Review (Part 2 of 2)
Welcome back! When last we left Zendikar, we were picking apart the Blue/Green Unstable Terrain, which used an army of Landfall-enabled beaters to dominate the red zone. With Sam challenging behind the Red/Blue Pumped Up, we put Terrain to the test, and here’s how it did!
Zendikar: Kor Armory Review (Part 1 of 2)
In one of the earliest articles on Ertai’s Lament, we took a look at a classic gem- 1998’s Call of the Kor from the Stronghold set, and traced the development of the Kor through to their recasting as the embattled, travel-hardened nomadic inhabitants of the plane of Zendikar.
Kor Armory was a mono-coloured deck in a set that featured two of them, standing in stark contrast to the mono-Black Rise of the Vampires. Like Vampires, it has the expected Weenie/swarm approach, and is noteworthy for being almost completely tribal (a mere one Creature card out of place).
Zendikar: Unstable Terrain Review (Part 1 of 2)
Zendikar’s unique mana and its own fierce ecology combine to cause violent and erratic changes in the terrain. The land shudders and writhes, causing tectonic chaos, extreme weather, and sudden destruction. This volatility is known as “The Roil.” Large boulders and shards of rock erupt from the earth, and then subside when The Roil shifts away. Winds generated by the The Roil turn debris and vegetation into a devastating funnel clouds. Over water, The Roil creates whirlpools that can suck a boat to the bottom of the ocean or waves that crash into high cliffs and flood the forests beyond. (Exploring Zendikar)
Welcome back to the Zendikar set Intro Pack review. Today we’ll be looking at the aptly-named Unstable Terrain, which draws as its inspiration a key feature about Zendikar’s ever-shifting landscape: its turbulence! As explained above, the Roil is the name given to this unstable phenomenon, and as we all know Zendikar is the set where “Land matters.”
With each of the five preconstructed decks drawing inspiration from a different facet of the set, Unstable Terrain explores the Landfall mechanic in a Blue-Green beatdown setting. Indeed, there’s very little here in the way of noncreature threat, so let’s begin with the deck’s main win condition: its creatures.
Ertai’s Meddling: Power of Prophecy (m11)
Welcome back to another edition of Ertai’s Meddling, a semi-regular feature which sees us take a preconstructed deck and use it as the basis for deckbuilding a new, enhanced version. For those unfamiliar with the series, the rules of Ertai’s Meddling are simple:

For many, the ‘Intro Packs’ are the first exposure they have to a deck of their own, and the next step is to modify and improve that deck. The designers of each precon deck are well aware of this, and kindly leave us lots of opportunities to tweak them.
Zendikar: Pumped Up Review (Part 2 of 2)
It was with a certain amount of dread that I squared off against Sam to test the Pumped Up deck, having seen her drag the box for The Adventurers over to her side of the table. In general, Wizards does a very good job of balancing the preconstructed decks within a release, but The Adventurers has had a certain reputation at our table for being the brute of the litter. Although underwhelmed by Pumped Up in our initial review, I was also keen to see how it fared against so worthy an adversary. Here are the notes from this epic engagement.
Zendikar: Pumped Up Review (Part 1 of 2)
Here’s a kicker- for your opponent. Pay some extra mana when you cast a spell and gain an added effect. Then send out some red Goblins, Elementals, and Minotaurs for a fast and furious assault. Top it off using the haste of the Hellkite Charger, which lets you attack twice!
So begins our introduction to Zendikar’s Red/Blue Pumped Up preconstructed deck, the blurb coming straight off the packaging. As indicated, this particular deck looks to showcase the Kicker mechanic, which made a return in the set. Although we’ve already expressed some disappointment in the Zendikar decks for failing to fully showcase all the set has to offer (Quests and Traps being the most lacking), Pumped Up does at least a passable job with what it’s designed to do, but is lacking in a lot of areas as well.
Zendikar: Rise of the Vampires Review (Part 2 of 2)
Well here’s a novel idea, we thought: for Rise of the Vampires’ playtest, why not put it up in a “mirror-match” of sorts against Zendikar’s mono-White equivalent, Kor Armory. As we’d hoped, this yielded a very spirited contest for Sam and I, and changed our thinking on one of the deck’s power cards- not for the better.
Zendikar: Rise of the Vampires Review (Part 1 of 2)
As previously discussed on our feature on Vampires in Magic, the eclipse of the Zombie tribe by the Vampires entered full swing with the Zendikar set. Although a last-minute addition in design, they went on to stake a claim to a very flavourful part of Zendikar lore. Rise of the Vampires, as a mono-Black deck, seeks to showcase this aspect of the set, and does a respectable job of giving them their proper showing. The model was successful enough that Wizards would go on to recur it in Worldwake, which featured an updated version of the concept.
In previous incarnations, Vampires tended to be bigger and at the higher rarities. Magic’s “Vampire 2.0” slotted nicely in the design space once occupied by their less comely Undead bretheren- namely, the Zombies- which was comprised of Weenie creatures with frequent ‘twist’ abilities or gimmicks. In our analysis of the deck, there is no better place to begin.
Zendikar: The Adventurers Review (Part 2 of 2)
Excited to tear into the Zendikar precons after such a show of support for them in our ‘Thoughtsieze’ poll, Sam and I sat down to give it a run through its paces and see how the deck held up. Sam grabbed Unstable Terrain, and we were off! Here are our notes from the matchup.
Zendikar: The Adventurers Review (Part 1 of 2)
In October 2009 and to much critical and commercial acclaim, Wizards released the Zendikar expansion, and many credit the set with revitalising interest in the game. With the component mechanics of “Maps, Traps, and Chaps” Zendikar’s setting was designed to be an “Adventure World” theme that stylistically approximates a role-playing game (indeed, head designer Mark Rosewater even likened the Allies to ‘Fighters, Wizards, and Clerics’). Of the five 41-card Intro Pack decks for the set, none quite capture this flavour so much as The Adventurers.
Focusing on one of the three main themes (Allies, or “Chaps”), in this regard The Adventurers is the most successful of the five in capturing Zendikar’s look and feel. One of the things I most enjoy about preconstructed decks for each set is seeing how they showcase the themes and mechanics for that set. It’s a lot of fun knowing I can pick up a Kamagawa-era deck and play with Splice, or a Bant deck from Alara with Exalted. While not necessarily bad products themselves, there was a real opportunity missed by the designers of the Zendikar decks: in total, only two Quests (“Maps”) and not a single Trap were included.
But on the upside as we’ll see, the Allies got the royal treatment with The Adventurers.














