Here are my conclusions of Scars of Mirrodin.
Top 5 Vintage1) Liquimetal Coating
2) Prototype Portal
3) Riddlesmith
4) Steel Hellkite
5) Nihil Spellbomb
Top 5 Legacy1) Infect cards
2) Riddlesmith
3) Necrotic Ooze
4) Koth of the Hammer
5) Venser the Sojourner
Top 5 Extended1) Koth of the Hammer
2) Venser the Sojourner
3) Elspeth Tirel
4) Steady Progress
5) Ezuri's Brigade
Top 5 Standard1) Koth of the Hammer
2) Venser the Sojourner
3) Elspeth Tirel
4) Nim Deathmantle
5) Indomitable Archangel
Myr Battlesphere

The newest incarnation of Vodalian War Machine. Myr Battlesphere replaces Pentavus, Triskelavus and Tetravus. It is more comparable to Empty the Warrens than to Pentavus and Triskelavus, because you get the tokens immediately. Myr Battlesphere is the first relevant token creator that is not hit by Null Rod since Tetravus. Pentavus and Triskelavus are too mana consuming and take three times as long to kill your opponent. Myr Battlesphere is a 2 turn clock that laughs at Tangle Wire, Smokestack and Jace, the Mindsculptor. It has 7 toughness, ensuring survival against Lodestone Golem, Triskelion and Razormane Masticore. A Lodestone Golem and Triskelion can destroy it however. This card belongs in the set of tinker considerations alongside Darksteel Colossus, Inkwell Leviathan and Sphinx of the Steelwind. Myr Battlesphere does not have any protection or evasion. Unlike Inkwell Leviathan, it beats through Karn, Silver Golem and there is no way to defend against the damage from tapped Myr. It is soft to Trygon Predator, Qasali Pridemage and Ancient Grudge, so you may prefer Sphinx for its built in protection. Myr Battlesphere is a meta game Tinker or Goblin Welder target. I don't expect it to see a lot of play, but as Workshops gain in popularity Myr Battlesphere could be an interesting alternative.
Steel Hellkite
Steel Hellkite is an aggressively costed 5/5 Flyer. It competes for space with Triskelion and is another attractive Tinker target. Although it doesnīt have any protection like Sphinx, Inkwell or Darksteel Colossus, it can block Trygon Predator. Steel Hellkite is another tool in the mana disruption package. It sweeps artifact mana and is a way to get rid of enchantments.
Prototype Portal

This is the closest thing to Smokestack we have ever gotten, and I suspect it might even replace Smokestack in some builds. For starters, it costs mana, the same as Smokestack. Instead of lowering the permanent count of both players, this card increases your permanent relative to the permanent count of your opponent. This is advantageous to the shop player, because it is synergistic to smokestacks and tangle wires.
Smokestack deals with all sorts of permanents. It doesnīt neccesarily tie down mana, instead, it īdestroysī your opponentīs least valuable card in play. Prototype Portal copies a sphere each turn, this means that, if your opponent wants to neutralize your spheres, he MUST top-deck a land each turn. If he does, he will not be able to get more mana than he had, because topdecking land only ensures parity. To break parity, the shop player can unload its other cards in hand until it becomes impossible for either player to cast anything. The spheres plan is the most disruptive shop plan there is at the moment, so it makes sense to copy spheres. Since the imprinted card is not affected by the spheres in play, it is easy to spam the board each turn. The imprinted cards cannot be countered either.
If you want to ensure that a sphere resolves, you can cast Prototype and see if your opponent counters it. If he doesn't, you imprint a sphere and go loose with it. If he does, you can cast your sphere in hand unmolested. Either way, the sphere will hit the board. Your opponent doesn't want to counter your prototype because you 2 for 1 him with his force of will. He will counter a card that does nothing on its own, so the threat in your hand is still there. This is important.
Another important part is the fact that this card is much better in multiples than Smokestack is. For example, you can copy a Mox each turn. This is significant because you will by-pass the need for Crucible of Worlds to keep Smokestack active. Your deck becomes more redundant and focused on mana denial (The areas of attack are: Smokestack+Crucible, Smokestack+Prototype, Prototype+Sphere, Prototype+TangleWire, Crucible+Stripwaste, 13 Golemspheres). There is more overlap in your threats which results in a harder to disrupt decks.
Once you have achieved a sphere lock and both players are out of threats and castable cards, simply break the stalemate with Mishra's Factory. Mishraīs Factory is a strong choice in the meta because it combats opposing Golems, can attack Jace, block confidants and serves as an alternate win condition in this deck.
Copying a card each turn is the same as having a Dark Confidant online. One of the biggest problems of workshop decks is running out of gas. By quickly dumping your hand, the shop player over commits and either hits a Hurkylīs Recall or wins the game. Prototype Portal, at its worst, is a card that fuels Smokestack and serves as a confidant.
Kuldotha Forgemaster
Kuldotha Forgemaster will probably be tested by some alongside Possessed Portal and Sundering Titan. Kuldotha Forgemaster's activation cost is expensive, but the effect is powerful. There are several reasons why I expect Kuldotha Forgemaster will not be a Vintage playable. The primary problem is Summoning Sickness. Kuldotha costs 5 mana. Once you pay for that kind of mana, you want something that does not have to wait a turn to become active, nor do you want to 3 for 1 yourself. Even if you manage to get possessed portal in play, you still need a threat to capitalize on it which means the setup requires a threat, a Kuldotha Forgemaster and a lot of artifacts to sacrifice. If Kuldotha Forgemaster is widely adopted, I expect Stiflenaught will deal with the deck quickly. One thing worth mentioning is that one Kuldotha can tinker up multiple cards, because you don't have to sacrifice it to itself. Perhaps a 2 card monte card, but I am not a believer.
Sylvok Replica
The closest equivalents to Sylvok Replica are Seal of Primordium and Qasali Pridemage. Workshop has historically had a lot of troubles dealing with a resolved Oath of Druids. The ability to drop Sylvok Replica before pulling the trigger is important, because you canīt use Workshop mana to pay for Natureīs Claim under Sphere of Resistance. The question is whether or not green mana will be available in Workshop Decks. Perhaps, replacing off-color moxen with Mox Opal can help alleviate the mana requirements. I donīt see this as a good way to combat Time Vault, because Jace, the Mindsculptor will simply bounce Sylvok Replica before dropping Time Vault. Another place for Sylvok Replica is Christmas Beatings. It is a colorless answer to Sphinx of the Steel Wind, a card Christmas beatings canīt beat.
Comparisons to Nature's Claim or Ancient Grudge are not relevant, because those do not dodge Sphere effects. Sylvok Replica is unaffected by Trinisphere, Lodestone Golem and Thorn of Amethyst. Mishra's Workshop helps pay for Sphere of Resistance.
Leonin Arbiter
I have my reservations concerning this card. The best home for this card is Noble Fish. Dropping a first turn Noble Hierarch, followed by a turn 2 Leonin Arbiter is disruptive because it buys you a lot of time while you have 3 mana to use. Searching for answers will take longer, which means you have more time to search for protection. Multiple Leonin Arbiters stack, so you can never draw too many of them. Noble Fish runs Null Rod which has synergy with Leonin Arbiter because it denies artifact mana and significantly slows down fetch.
Iīm not entirely sold on this card, because itīs hardly a soft lock, itīs something to buy you an extra turn or two at the most. I don't see this in mono white because mono white is too intensive on colored mana requirements, thus running artifact acceleration yourself is not that good which means it will come down too late.
RiddlesmithRiddlesmith is a card you want to play alongside Goblin Welder, Life from the Loam, Gush or Crucible of Worlds, to quickly cycle through your deck or set up a lethal Tendrils. Perhaps a new legacy survival/vengevine build can be made around the existing Trinket Mage / Shield Sphere engine, in order to decrease reliance on Survival of the Fittest and Fauna Shaman.
Necrotic OozeThis is a Survival combo piece with Phyrexian Devourer and Triskelion. It can kill your opponent instantly, even in response to removal. The big question is whether or not Vengevine or Loyal Retainers/Iona are better strategies. Necrotic Ooze opens up options for Survival combo but time will tell if its good enough to see competitive play in Legacy.
Nim DeathmantleThis is definitely an interesting card for standard. For 4 mana this is a recurring animate dead. The nice thing about this card is that you can play it in every color. This is the strongest equipment card of the set.
Precursor GolemPrecursor Golem is good at hating out other Golems. It can be used in the sideboard for the Workshop mirror, though Razormane Masticore is a stronger card due to first strike and the ability to kill a golem every turn. Repeal is on your own Precursor Golem a cute trick to bounce all Golems and draw 3, but you are better off playing with traditional artifact removal.
Alternative Bombs: Nihil Spellbomb and Ratchet BombNihil Spellbomb is an alternative to Tormod's Crypt and Relic of Progenitus. Unlike Relic, it can be used for a single mana, and unlike Tormod's Crypt, it can draw a card. This gives you a bit more flexibility, because you can choose one of the two effects according to your needs. It also helps diversify against dredge, so that Pithing Needle becomes increasingly worse. One important thing to note is that Nihil Spellbomb targets a player's graveyard. If you want to shrink Goyfs or have untargeted graveyard removal, Relic of Progenitus is still the way to go.
Rathet Bomb is an alternative to Powder Keg. It's slightly more useful because you can use Voltaic Key to untap it, so that it gains charge counters more quickly. I don't think this is particularly relevant in VIntage most of the time, because Workshop builds tend not to play Voltaic key. The decks that play with Voltaic Key have the colored mana to play Engineered Explosives. Ratchet Bomb also takes out enchantments and planeswalkers, which is an important consideration.
METALCRAFTEzuriīs BrigadeThis card hasnīt gotten much attention. I really like Ezuriīs Brigade. Ezuriīs Brigade is an 8/8 trample for 4 mana in a set with Assault Strobe (16 damage) and Tainted Strike (9 infect, trample). How can that not be good? I repeat, it's 8/8 trample for 4 mana. This thing is huge and very undercosted. Although green is one of the weaker colors this set and Ezuri's Brigade costs double green, it is still 8/8 trample for 4 mana.
Galvanic BlastA big improvement over Shock. Galvanic Blast is cheap and deals a lot of damage. I can see this card in some sort of rogue Burndrils deck where it acts for 3 storm for 1 mana, though the meta is not right for that and such a deck probably needs several more powerful printings before you can consider it as an option. Good card for sligh in other formats.
Liquimetal CoatingThis card is going to create a new fish build that is focused on hating out artifacts. Liquimetal Coating ensures that cards which would otherwise be dead in non-Workshop matches are useful. This means that you can play with a post-board deck in a pre-board game. I see this as the Aether Vial/Eternal Witness uncommon of the set.
It turns Gorilla Shaman and Ancient Grudge into Vindicates. Indomitable Archangel, another Scars of Mirrodin card, has great synergy with Liquimetal Coating. By using Liquimetal Coating you can protect your permanents from spot removal and turn on metalcraft.
Argent Sphinx & Kuldotha PhoenixThese cards are underappreciated. I believe both will have a great impact on standard. Argent Sphinx is a solid creature that dodges removal and infect. It has evasion and semi-vigilance with 4 power on a 4 mana blue card. It will be an important card against infect decks, where it can hopefully stall the game until Venser drops.
Kuldotha Phoenix is a more aggressive version of Argent Sphinx. It costs one mana more, but that should not be a problem with Koth of the Hammer. The reason why this is the first Phoenix that I really like after Shard Phoenix, is because it has haste and returns to the battlefield instead of your hand. This makes the card dramatically more relevant. Kuldotha Phoenix can attack every turn, regardless of whether or not it was killed. Both of these cards can act as a wall when Skithiryx, the Blight Dragon is on the table.
Mox OpalMox Opal will decline in price once it leaves standard. It's going to help shape standard, due to Metalcraft. It's hard to decide what the right number of copies will be, due to its legendary status and the fact that your opponent can also play with them. Unlike Chrome Mox, Mox Opal doesnīt have card-disadvantage in the traditional sense. Drawing multiples can be seen as such, but in legacy you will probably just eat it with Ravager. Multiple Mox Opals become Lotus Petals and that's not a bad way to get some value out of otherwise dead draws.

As you can see, Liquimetal Coating is a key card for the Metalcraft strategy. A standard deck with Jace the Mindsculptor, Indomitable Archangel, Venser the Sojourner, Gideon Jura, Mox Opal, Riddlesmith, Liquimetal Coating, Argent Sphinx and Trinket Mage is undoubtedly strong. You can protect everything with Indomitable Coating, protect your planeswalkers with a blinking argent sphinx. Use flyers and planeswalkers to win the game.
PROLIFERATEI am a little disappointment at the lack of good proliferate cards. They invented a cool mechanic but haven't really done a good job of designing interesting cards with it. The only card that is reasonably playable is Thrumming Bird, and even that is only good with Tangle Wire. Steady Progress will find its way into Pyromancer's Ascension decks, but that's about it. Riddlesmith may find its way into this deck as well.
PLANESWALKERSBy definition, Koth is a card that you want to play in a mono colored deck, or one that capitalizes on Moon effects. In standard, we don't have duals with landtype mountain nor do we have moon effects. Even though this looks to be the most powerful Planeswalker in Scars at the moment, I think his value has a lower roof than other planeswalkers, because it's limited to mono red. I donīt think Elspeth Tirel is going to stay expensive. 3 1/1īs is not enough to defend yourself against those big, evasive bombs that are printed. Venser can make creatures unblockable so it can simply take Elspeth out, ignoring her army of 1/1's. Koth comes down a turn sooner which means that ones he hits his ultimate, Elspeth and her tokens are simply dead.
The Koth versus Elspeth matchup:If Elspeth makes tokens first, she will have 2 loyalty, and must spend 2 turns gathering loyalty for her ultimate. In the meantime, Koth will simply level up to ultimate and kill all her tokens alongside Elspeth herself, before she reaches ultimate.
If she doesnīt make tokens, she will go to 6 loyalty, Koth will animate a mountain and stomp Elspeth in the ground with a mountian, down to 2 loyalty. Koth will be on 5 Loyalty when he passes the turn. Elspeth can go back to 4 loyalty but it's going to be too late as Koth will ultimate all up in her face.
If Koth reaches 4 loyalty, the player can add

to his mana pool on turn 5. This should be enough to ruin the party for everything on the board, since red is the color of artifact destruction and direct damage, and direct damage takes care of planeswalkers and there are plenty of artifacts to go around. The speed at which Koth can come down could overwhelm / players. Koth is a must-counter because he can lead to degenerate plays in standard. In legacy, Dragon Stompy will use Koth to increase the power level of the deck. In Vintage, it completely depends on whether or not a red deck can become competitive. It's important to note that Vintage and Legacy have duals, so splashing a color is not that hard in those formats.
Venser and GideonVenser, the Sojourner is still an interesting Planeswalker. Mostly because he can reset Gideon Jura to 7 loyalty (This is a lot), while Gideon Jura can protect him. Gideon Jura can animate himself and take planeswalkers out when combined with Venser (Unblockable Gideon Jura deals 6 to planeswalkers). Otherwise, the plan is to have Gideon pull aggro while Venser levels to ultimate by resetting the loyalty of Gideon to 7. Once you reach ultimate, simply exile everything, including mountains that are affected by Koth's emblem.
Elspeth versus VenserElspeth has the edge here, because her ultimate will go off sooner. As long as Gideon doesn't show up to spoil the party for Elspeth, she can nuke the board, rinse and repeat.
I predict Venser's value will stick due to its greater synergy with Gideon.
Elspeth and VenserElspeth can ultimate and Venser can blink out. This is probably strong, but I like Gideon's ability to protect and snipe planeswalkers in 1 attack more. Gideon can also just kill tapped creatures, while Elspeth can't.
Jace, the MindsculptorStill a strong card, but Koth hates this guy out effectively. They are both 4CC, but Koth can immediately throw a 4/4 mountain in Jace's face. This mountain can't be bounced because it's a creature until end of turn, and Jace can only bounce as a sorcery. Jace is somewhat soft to Koth.
Sarkhan the MadI don't really know where to place this. He would have been great with Venser, if not for the 4 color build that you have to run. There is Mox Opal to fix mana though, but it still seems like a longshot. Sarkhan the Mad could see some action in conjunction with Koth, but you would have to splash black for it or go the 4x Mox Opal route. Koth can animate a mountain, beat with it the same turn, and Sarkhan can turn it into a 5/5 dragon that will stick, effectively converting your topdeck mountains into 5/5 dragons. Sarkhan can cantrip itself when its low on loyalty, and it can end the game immediately with his ultimate.
4 damage from mountain, convert to dragon
14 damage from mountain(4) and dragon(5), Sakhan's ultimate (5)
= 18 damage
If you have a Mox Opal and 4 mountains you can play Koth AND Sarkhan the Mad in the same turn (turn 4). Koth can power out Contagion Engine on turn 5 and use the double proliferate to sweep the board (-3/-3 on all our opponent's creatures) and double proliferate to regain the 2 loyalty you lost. If you double proliferate the next turn (Ramp Koth to 6, and kill any remaining threats through proliferate) you can use his ultimate and keep Koth on the board.

I think Elspeth Tirel's price will decline (there are enough good alternatives in white), Koth will be expensive and Venser will follow.
Koth of the Hammer
Venser, the Sojourner
Elspeth Tirel
THE POISON DECKThe Infect mechanic will leave its mark on Eternal. Infect is a natural evolution for Berserk Stompy. Kavu Predator, pumped by Invigorate, Skyshroud Cutter, Swords to Plowshares and Reverent Silence, used to be the muscle of the deck. Kavu Predator turns the alternate costs of your cards into an advantage and a threat by growing your Kavu Predator. In the days of Kavu Predator, you would have to attack at least once to nullify the life gain effects of Invigorate and the other support cards. The following turn is the first opportunity to capitalize on your pumped Kavu Predator.

The infect mechanic completely ignores life totals, adding poison counters instead. This makes life gain irrelevant. In Berserk stompy, life gain was turned into an advantage, but with the introduction of the Infect mechanic, life totals become irrelevant. This means that the extra turn required to remove the life gain is gone which results in a great tempo boost. With infect, you only need to deal 10 points of damage, which means your Invigorates, berserks, Might of Old Krosa's, Bounty of the Hunts, are now doubly effective. These critical improvements of the archetype will result in a much more competitive and aggressive deck capable of winning on the second turn.


Another important piece of the puzzle is the creature type. Ichor Rats and Plague Stinger are Rats and Insects that can be regenerated with Swarmyard. This means that the Infect Stompy player can slice and dice Tarmogoyf and Regenerate. Berserk doesnīt require you to sacrifice the creature, but destroys it at the end of your turn. Swarmyard protects your vermin from getting destroyed by Berserk.
This is what an UW control list in standard could look like:
4 Celestial Collonade
4 Glacial Fortress
x Island
x Plains
Rest of manabase
3 Venser, the Sojourner
2 Gideon Jura
3 Jace, the Mindsculptor
3 Indominable Archangel
2 Argent Sphinx
2 Mox Opal
3 Everflowing Chalice
2 Liquimetal Coating
1 Brittle Effigy
1 Voltaic Key
4 Wall of Omen
2 Sea Gate Oracle
4 Trinket Mage
1 Basilisk Collar
2 Condemn
4 Mana Leak
2 Rathet Bomb
2 Cancel
1 Nihil Spellbomb
SIDEBOARD
2 Negate
2 Gideon Jura
3 Celestial Purge
3 Flashfreeze
2 Devout Lightcaster
3 other slots