About Joel Calafell

Joel Calafell
Joel is a Level 4 Pro Player from Spain who helped develop well-known decks such as Cephalid Breakfast, Cascade Swans or most recently Jacerator, he loves playing almost every format and has a number of high-profile finishes under his belt:
- Top 8 Pro Tour Kuala Lumpur
- Winner Grand Prix Barcelona
- Three Grand Prix Top 8
- 68 Lifetime Pro Points
- Level 4 Pro Players Club member
For all of you who are
planning to attend a Worldwake prerelease this weekend, here’s an article you
shouldn’t miss out on! Join me as I try to figure out how the new mechanics and
cards will impact the Limited format, while highlighting the most promising
commons you will least want to face… Or will you be the one playing them?
Either way, let’s take a deeper look at Worldwake!
One of the most important
things to do when a new set is released is check out the new mechanics/new
takes on older mechanics. If a mechanic is important in a new expansion that
probably means it will be highly relevant for Limited! Actually, more often
than not, the big mechanic of a new set is what really dictates the nature of a
Limited format.
If you look at Zendikar Limited, for instance, Landfall was probably the most
important mechanic in the whole set, and that’s what made everyone realize the
importance of playing more lands. It even changed the way how people played,
and taught them to give an importance to lands that we have never seen before:
Holding lands in multiples was very common in Zendikar Limited, even if you
hadn’t played a land for some turns! Sometimes, it even made you value cards such
as Explorer’s Scope, Frontier Guide or Kor Cartographer much higher! We can say
that Zendikar changed the way people treated lands in general, and the concept
of how many lands they should play in Sealed or Draft decks (which, by the way,
changes every time a new set is released).
Worldwake will definitely
bring some fresh air, and things won’t be exactly the same anymore, although we
can expect the format to be as fast as before. However, since Zendikar was the
big set, it’s not hard to guess that we have already seen most of the relevant
changes, so even if there are changes, they won’t have a dramatic impat. Still,
Worldwake will abuse some of the old mechanics a little more and, who knows,
probably even bring some new concepts or archetypes as well!
Let’s take a look at the
new take on mechanics/cycles that Worldwake contains. Note that some of them
already existed in Zendikar, but they have evolved quite a bit since the last
time. This procedure is the best way to see how different things will be from
now on:
Landfall
Landfall used to be the
centerpiece of the Zendikar Limited format, and it seems like this won’t be
much different now. The major change is that, from now on, Landfall will be
much more than just a triggered effect. In Zendikar, it was related only to permanents,
and it only meant things like putting a counter on a Quest, giving +2 +2 to a
creature, evasion or just some other small effect like gaining 2 life. But this
time things are getting a bit more complex, as Landfall acts now as a condition
as well. There are now some spells that work better if we have played a land
(That’s right! Spells with Landfall), and some of them are quite interesting.
Tomb Hex 2B
Instant (Common)
Target creature gets -2/-2 until end of turn.
Landfall - If a land entered the battlefield under your control this turn, that creature gets -4/-4 until end of turn instead.
Searing Blaze RR
Instant (Common)
Searing Blaze deals 1 damage to target player and 1 damage to target creature that player controls.
Landfall - If you had a land enter the battlefield under your
control this turn, Searing Blaze deals 3 damage to that player and 3
damage to that creature instead.
Groundswell G
Instant (Common)
Target creature gets +2/+2 until end of turn.
Landfall - If you had a land enter the battlefield under your control this turn, that creature gets +4/+4 until end of turn instead.
Cards like Tomb Hex,
Searing Blaze or Groundswell, for example, are all tricks with Landfall that
get much better if a land has entered play that turn. But what does it mean for
an instant to have this Landfall effect? Well…in some way, they kind of work
like that spell cycle in Time Spiral that made cards better if you cast them as
a sorcery (Careful Consideration, Sulfurous Blast, etc.). In this case, Tomb
Hex will only be a Disfigure if cast on an opponent’s turn, but will be much
better at killing anything if cast during your turn. Things get more interesting
when you consider that you don’t necessarily have to play it at sorcery speed,
since you can just play a land before attacking, and cast the trick during
combat, which will grant you the Landfall effect at any moment during your
turn. On top of that, you can also do more tricks with cards like Harrow or the
Fetchlands…or some other interesting cards in Worldwake that have been designed
specifically to give you more options to play lands/put lands into play when
it’s not your turn.
Quests

Quests, which used to
trigger mostly with Landfall in Zendikar, trigger much differently now: for
instance, tapping creatures, playing Goblins or revealing creatures from the
top. We have only four Quests in Worldwake, though: two uncommon ones and two
rare ones. None of them are really playable in Limited, so we will just omit
this new cycle for Limited purposes. Unless you feel like breaking Quest for
Ula’s Temple!
Quest for the Goblin Lord R
Enchantment (Uncommon)
Whenever a Goblin enters the battlefield under your control, you may put a quest counter on Quest for the Goblin Lord.
As long as Quest for the Goblin Lord has five or more counters on it, creatures you control get +2/+0.
Quest for Renewal 1G
Enchantment (Uncommon)
Whenever a creature under your control taps, you may put a quest counter on Quest for Renewal.
As long as Quest for Renewal has four or more quest counters on it,
untap all creatures you control during each other player's untap step.
Allies

Now things become
interesting! It seems that the new set hasn’t forgotten about Allies, and it actually
brings some noteworthy ones! Halimar Excavator and Join the Ranks will probably
be the most relevant Allies in the common slot, the first one being one of the
best allies you will get to see. It’s true that you will need a really
dedicated Ally deck to make his ability game breaking, but it’s still a solid
body even if you only manage to trigger it two or three times. And because of
it Narrow Escape finally has a reason to exist!
Agadeem Occultist 2B
Creature - Human Shaman Ally (Rare)
Tap: Put target creature card from an opponent's graveyard onto the
battlefield under your control if its converted mana cost is less than
or equal to the number of Allies you control.
0/2
In Draft, the good thing
about allies is that you will already know if you are in that archetype by the
time you open this booster. And since some of the allies in Worldwake can be
extremely good in multiples, like Agadeem Occultist, or expect you to be
already playing a solid curve filled with other allies, like Hada Freeblade,
you will probably have to start building your ally deck before getting to the
third booster. Also, some of them are uncommon or rare, so you probably won’t see
them again unless you first pick them.
Traps
Traps are back as well, and
even though some of them are only meant to be played in Constructed, some
others are going to be very good specifically in Limited. Again, you should
only play them in Limited if they are good even without considering the
alternative cost. Good examples would be Permafrost Trap (Expect to lose a lot
of games against this new Sleep from now on.) and Nemesis Trap (Mostly talking
about Sealed, but still solid for Draft as well).
Permafrost Trap 2UU
Instant - Trap (Uncommon)
If an opponent had a green creature enter the battlefield under his or her control this turn, you may pay U rather than pay Permafrost Trap's mana cost.
Tap up to two target creatures. Those creatures don't untap during their controller's next untap step.
Nemesis Trap 4BB
Instant - Trap (Uncommon)
If a white creature is attacking you, you may pay BB rather than pay Nemesis Trap's mana cost.
Exile target creature, then put a token that is a copy of that creature
onto the battlefield. Exile it at the beginning of the next end step.
Multikicker

And finally I can talk
about something new! The old kicker mechanic is gone in Worldwake, and we now
have Multikicker to substitute it. The concept is interesting: With Kicker, you
would get to choose between playing the card sooner and getting a less powerful
body/effect, or just playing it later for its higher cost. It was sometimes
complicated to figure out which was the best option, especially if we wanted to
be too greedy. Cards like Heartstabber Mosquito or Sphinx of Lost Truths, to
give an example, have probably led to losses for all those players who were
just too greedy to play them without the advantage they gave, eventually losing
due to tempo disadvantage instead. Now, if deciding between two options was
already hard sometimes, imagine what will happen with Multikicker! Believe it
or not, this might be one of the most complicated mechanics to play correctly
since Replicate.
Bloodhusk Ritualist 2B
Creature - Vampire Shaman (Uncommon)
Multikicker B (You may pay an additional B any number of times as you cast this spell.)
When Bloodhusk Ritualist enters the battlefield, target opponent discards a card for each time it was kicked.
2/2
Voyager Drake 3U
Creature - Drake (Uncommon)
Multikicker U
Flying
When Voyager Drake enters the battlefield, up to X target creatures
gain flying until end of turn, where X is the number of times Voyager
Drake was kicked.
3/3
Apex Hawks 2W
Creature - Bird
Multikicker 1W (You may pay an additional 1W any number of times as you cast this spell.)
Flying
Apex Hawks enters the battlefield with a +1/+1 counter on it for each time it was kicked.
2/2
On the other hand, my
advice is that you should only play a Multikicker card if:
- The Multikicker cost is
expensive but with a solid reward if we wait long enough (Bloodhusk Ritualist)
- The card is good even without the Multikicker extras (Voyager Drake)
- The card has a solid body and is balanced when paying for Multikicker as well
(Gnarlid Pack, Skitter of Lizards, Apex Hawks)
- It’s obviously broken (Comet Storm, Wolfbriar Elemental)
Zendikons
These enchantments will
actually be played a lot in Worldwake Limited. I think all of them are solid
enough to see some play, but I like Wind Zendikon and Guardian Zendikon the
most. The first one is probably the most aggressive and the most balanced of
them all, since it only costs one mana and can attack as soon as on turn two.
Guardian Zendikon has a big body for its cost, and the fact that the card is
defensive will make the drawback of having to “lose” a land to summon the
creature even less relevant, since you will still be able to block with it and
cast some instants in the meantime. That’s different with other Zendikons like
Crusher Zendikon or Corrupted Zendikon, for instance, but I still think they are
good anyway. Note this fancy play: You can put them on a Fetchland and you will
be able to sacrifice it (not that turn because of summoning sickness, but the
next) to get an extra land and, even more important, an extra Landfall trigger
for that turn! Fetchlands are just so good!
Guardian Zendikon 2W
Enchantment - Aura (Common)
Enchant land
Enchanted land is a 2/6 white Wall creature with defender. It's still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Corrupted Zendikon 1B
Enchantment - Aura (Common)
Enchant land
Enchanted land is a 3/3 black Ooze creature. It's still a land.
When enchanted land is put into a graveyard, return that card to its owner's hand.
Wind Zendikon U
Enchantment - Aura (Common)
Enchant land
Enchanted land is a 2/2 blue Elemental creature with flying. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Crusher Zendikon 2R
Enchantment - Aura (Common)
Enchant land
Enchanted land is a 4/2 red Beast creature with trample. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
Vastwood Zendikon 4G
Enchantment - Aura (Common)
Enchant land
Enchanted land is a 6/4 green Elemental creature. It’s still a land.
When enchanted land is put into a graveyard, return that card to its owner’s hand.
“Multicolored” Cycle
This uncommon cycle includes creatures which get better if you control a basic
land of a certain type. There’s one for every color: Sejiri Merfolk, Summit
Apes, Loam Lion, Shoreline Salvager and Slavering Nulls. Overall, Loam Lion and
Sejiri Merfolk seem like the best, but they are all really solid. Slavering Nulls
gets better with removal, luckily the card is already in the correct
combination of colors, and Shoreline Salvager might have a new friend in
Soaring Seacliff. Anyway, if you look at the color combinations played in
Zendikar, UW, UB and BR were by far more frequent than GR or WG. That makes the
creatures that correspond to those color combinations (Sejiri Merfolk, Slavering
Nulls and Shoreline Salvager) better on average, since that will certainly make
them easier to play.
Sejiri Merfolk 1U
Creature - Merfolk Soldier (Uncommon)
As long as you control a Plains, Sejiri Merfolk has first strike and lifelink.
2/1
Summit Apes 3G
Creature - Ape (Uncommon)
As long as you control a Mountain Summit Apes can't be blocked except by two or more creatures.
5/2
Loam Lion W
Creature - Cat (Uncommon)
Loam Lion gets +1/+2 as long as you control a Forest.
1/1
Slavering Nulls 1R
Creature - Goblin Zombie (Uncommon)
Whenever Slavering Nulls deals combat damage to a player, if you control a Swamp, you may have that player discard a card.
2/1
Shoreline Salvager 3B
Creature - Surrakar (Uncommon)
When Shoreline Salvager deals combat damage to a player, if you control an Island, draw a card.
3/3
Even More Lands
And talking about lands with abilities, it seems like we will have a new cycle
of those as well. Sejiri Steppe looks like the best one to me, as not only will
it give crucial evasion to one of your creatures, but it will also laugh at
cards like Paralyzing Grasp. That’s the reason why the blue aura might be much
worse from now on, and since you can also target opponent’s creatures, you can
as well “destroy” any other aura you might be facing: Gigantiform, Nimbus Wings, Savage Silhouette. Halimar Depths is solid too, as it will give you a
better curve and help you to get some gas when it really matters the most. As
for Khalni Garden, the card is technically better than Kabira Crossroads
already, just as a chumpblocker. But it becomes stronger with equipment like Trusty Machete or Adventuring Gear, tricks like Vines of Vastwood, or it
can trump cards like Gatekeeper of Malakir. Smoldering Spires is decent, but
it’s the only land of the cycle that is clearly worse than its counterpart in
Zendikar (Teetering Peaks). Just forget about Bojuka Bog.
Sejiri Steppe
Land (Common)
Sejiri Steppe enters the battlefield tapped.
When Sejiri Steppe enters the battlefield, you may have target creature
gain protection from the color of your choice until end of turn.
Tap: Add W to your mana pool
Halimar Depths
Land (Common)
Halimar Depths enters the battlefield tapped.
Tap: Add U to your mana pool.
When Halimar Depths enters the battlefield, look at top three cards of your library and put them back in any order.
Khalni Garden
Land (Common)
Khalni Garden enters the battlefield tapped.
When Khalni Garden enters the battlefield, put a 0/1 green Plant creature token onto the battlefield.
Tap: Add G to your mana pool.
Smoldering Spires
Land (Common)
Smoldering Spires enters the battlefield tapped.
When Smoldering Spires enters the battlefield, target creature can't block until end of turn.
Tap: Add Red to your mana pool.
Bojuka Bog
Land (Common)
Bojuka Bog enters the battlefield tapped.
Tap: Add B to your mana pool.
When Bojuka Bog enters the battlefield, exile all cards from target player’s graveyard.

Relevant Cards
And now, some cards that I
also expect to be relevant or interesting in Worldwake Limited, even if they
don’t fit into a specific archetype. I will just omit obvious rares or bombs:
1. Treasure Hunt
This card will be so sick
in Limited that I can foresee people splashing for this in some slow/control
decks. Three things can happen with this card:
- You get to draw only a
non-land card, but that’s ok since you just cycled a card…And got a spell no
matter what!
- You get one or two lands,
making it a virtual 1U: Draw 2-3 cards, and keep some gas for your Landfall.
- Trust me; this one is not
even funny…
2. Dead Reckoning
Dead Reckoning 1BB
Sorcery
You may put target creature card from your graveyard on top of your library.
If you do, Dead Reckoning deals damage equal to that card's power to target creature.
This card feels like a
reversed Flametongue Kavu…that makes you skip a draw. But don’t tell me that’s
a problem! Getting back your best creature and killing another one on the other
side in the process, seems just like fair business to me. This will be one of
the best commons in the set. The only downside is, that it has bad synergy with
the Landfall creatures from Zendikar: Don’t try this out with Steppe Lynx.
3. Explore
This card is so simple, yet
so elegant, and that makes me want to play it every time. It seems even better
than Harrow to me in a deck that doesn’t care that much about mana fixing. I
would never be unhappy to play multiple copies of this card. And that might
actually lead to some broken starts, Landfall or not. And you are not even
spending a card on it!

4. Basilisk Collar
Basilisk Collar 1
Artifact - Equipment (Rare)
Equipped creature has deathtouch and lifelink.
Equip 2
Ok, I know this one is
actually a rare, but this card might just end up being as hated as Umezawa’s
Jitte was in Betrayer’s of Kamiwaga Limited (Note I didn’t say as good). Think
about it. How much do you hate Vampire Nighthawk? What if all your opponent’s
creatures just turn into potential Nighthawks all of a sudden? This card is
sick! Just like Trusty Machete, if someone is passing this as a second pick,
there are only three options:
- He picked a foil Collar.
- He didn’t read the card.
- Or he was missing like one
hundred creatures for his deck.
- I guess picking Jace, the
Mindsculptor could also be an option…
5. Quicksand
It’s not only the effect on
the land that makes it good, but the versatility of it altogether. Getting to
trade a land for an attacking creature is usually a fair exchange, but in
Zendikar block this is even better. With a Quicksand in your deck, there’s no
reason to not play an extra land in this Landfall world. The drawback is that
it doesn’t kill the “get bigger” Landfall creatures, like Steppe Lynx or Plated Geopede, because they grow before you can activate it, but it’s still more than
a decent answer against those Intimidate guys. I’m looking at you Surrakar Marauder! And don’t forget about Bladetusk Boar either.
And that’s everything for
now. I will play a pre-release this Saturday, and I’ll try to see if all my
thoughts in this article were correct. If I’m in a good mood after that, you
can even expect a report!
I recommend you play as well and try to bash me when you come back! I will
be here to read your thoughts on the format. :)
Have fun this weekend!
Joel
Bonus Discussion
What do you think it’s the
best common in the set?
I agree definitely, I really can't wait to give the new allies a try. They seem like they could work really well in draft, providing you can get enough of them. As for the best commons, I'm liking either Explore or Akoum Battlesinger. One of my favorite cards from this set though is Kor Firewalker.
I patched LackeyCCG to include the Worldwake card pool (God bless freeware), enabling me to practice the new stuff with my group. So far I have 10 best-2-out-of-3 matches under my belly (pools ranging from 3x/3x Zen/WWK to 6x WWK), and have learned quite a few things about the cards in this particular format. We aim to play sealed 2-Headed Giant tomorrow, but seeing as the majority will probably play individual sealed here's some comments on that particular format:
Death's Shadow is bonkers. Sure, in your opening hand it's a mulligan, but when you go below 10 life - and you will - odd are most of your opponent's removal is already spent, meaning this thing is a game breaker that few things short of a timely topdeck can handle.
Scrib Nibblers is da shizzle. I kid you not. Never mind the life gain; what these nasty rats do is make sure your opponent probably won't see another land for the rest of the game - or until removed. And if they want to remove it, it means they didn't kill your Jagwasp Swarm instead. Should they ever not curve out in the first 4 turns, this card will slowly but surely give you the edge.
Quest for Renewal: in a format as slow as sealed, you actually have a very real chance of getting this thing online, and "All your creatures have Vigilance" is not something you mess around with. What's more, there are only two cards in WWK that can deal with it, both of which are not likely to ever be more than conditional sideboard choices - so effectively people only have half as many packs to pick up their Sanctifiers.
Sejiri Steppe & Smoldering Spires: both very solid common lands. So far I have yet to play an on-color deck that didn't graciously play them.
Cosi's Ravager is underestimated. The ticks are marginal, but during the length of a full game that card will easily hit your opponent for 5 - not considering combat.
Calcite Snapper: despite popular belief (I'm looking at your LSV), this card easily fit in to most aggro decks, be it U/W Fliers or U/R Landfall. If you're falling behind this card will keep you in contention, and if you're pushing through it's a Lightning Elemental that can't be removed. Versatility is everything, and this common card is a prime example (did I mention Claws of Valakut?).
I could go on, but I think this highlights some of the cards I have found were wrongly evaluated by some of the experts. You could argue that they have more say in the matter, and I would agree, but I hope you will at least give these cards a chance and try to prove me wrong. Whatever you do, best of luck at prerelease!
whats #3 for treasure hunt?! tell meee!!!!!!
a Lightning Element that cant be removed by opponent spells or abilities.
then tell me, how do u want to play claws of valakut on a shroud creature?
u fail.
#3 is probably "you forgot you didn't have a nonland left in your deck"
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