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Written by CeeJayBee   
Monday, 25 February 2008

The New Standard Format

The release of a new set often leaves us with more questions than answers. Set 8 has given us many new tools to work with, but it really isn't possible to talk about set 8 without talking about Evil. What was once a dominant symbol in UFS is now so far above any of its competitors you would need a very good reason to play any other symbol. However, we can't all play Evil can we? After all, there are still some very good characters without the dreaded pitchfork on them. This is a guide to those who want to play Evil, and are lost in the sea of options it provides, and for those who want to play everything else for whatever reason. Set aside some time, because we're going in deep.

New formats tend to excite me noticeably more than new sets tend to. There's that shiny newness, that chance to start again, to level the playing field. I wasn't around for the first five UFS sets. When I got into the game, set 1 was out of print, and yet it was still legal in the format. I struggled to get a hold of Yoga Masteries, and You Will Not Escapes. I never did get any Start Overs. Now, we begin a new age of UFS, and here I am, right in the middle of it, mixed in to the very top. For me, Block 2 is my chance to stand on even ground with everyone else. I have the cards, and my feet are more than wet. Moreover, I've learned quite a bit along the way. Anyone who has been reading my work since I started writing for UFScards can tell that my game has done nothing but improve. I started writing these articles, because the reading material I was so used to in Magic didn't exist in UFS. Before I begin my first article dedicated to this new age of UFS, there are several people I need to thank.

I need to thank Efrain and Alex Costa. Their tireless efforts in the acquisition of new cards keeps our entire playgroup, Team Southtown, in business. Every time I call Efrain to ask him to borrow cards he tells me he has them, and they appear shortly afterwards right in my home. Their devotion to this game has left me feeling like I have a place I belong within the UFS community, and their friendship is something I value very highly. I need to thank Aulden Lloyd, for playtesting with me so freakin' much. As I learn, he learns, and then he teaches me some more. Aulden was the first person I ever lost to in this game, and he was the first person to give me advice, and now here we are, garnering top 8s, and driving halfway across the country for nothing but  the love for a game. I have to thank Harold Ellis for keeping our team focused, and not letting all the counters to the counters, and all the ifs, ands, or buts blur his vision. For his perspective and his fierce determination to prove that you don't know a damned thing about Negative Play Experience until you've played Harold Ellis. I have to thank Alex at UFScards for running this site, and allowing me publish the fruits of my labor on a regular basis. Last, but not least, I have to thank my wife, Tarynn, for putting up with all the late-night typing and shuffling, and letting all the guys come over on Sundays when we do nothing but play UFS to bring you these in-depth analyses. She makes everything possible, and I love her for it.

So,

Now that that's done with, let's get to work, shall we? Set 8 has brought us plenty of goodies, but some are better than others, and these are the best of the best:

Cards to watch for

addes_syndicateAddes Syndicate

This card made a huge splash the second it was previewed. However, the fact that it's a Super Rare means that the only time I've ever seen it in action has been as a proxy, but I have good news. This is possibly the most over-hyped card in the set. The symbol that gets the most use out of it is All, as Evil and Death have various other ways of dealing with problematic cards your opponent have. My advice to you is that this card will be awesome for your All deck, but if you don't play All, trade them away for a better card for your deck. If you do play this card, however, it truly shines in multiples. Free negation is not to be overlooked in any way, but more often than not, you just won't need it.

Begin Anew

Here we have another shot in the arm to the All symbol, something that All players have been dying for. Unfortunately we have to suffer the fact that it's another chase super rare, meaning you'll never open one, and no one will ever trade you one. So, good luck getting these, fellas, you're gonna need it.

Bitter Rivals

This card was the best news the entire set had to offer. What we have here is STG sending you a love letter, apologizing for the fact that you'll never own Begin Anew. It has All on it-notice the trend? This card has already caused quite a stir in the UFS community, and is probably THE defining card of Set 8. Everyone will be able to get these and use them and you all have every right to. This card is nothing short of awesome, and the 4 control value is a small price to pay for the beating your opponent is about to take when you put this in your staging area. Be warned, however, big cards have big targets on them. I would bet everything I have that players will be showing up with their foundation hate aimed specifically at this card. Get your kicks in as soon as you can, because a good player will not allow you to kick him for long.

Dan's Taunt

I can't imagine a better card to screw up the Fire player's fatal attack phase. Watch for them to form with Taking the Bait and Challenge the Master, and then drop this baby on them. I guarantee you'll feel awesome, just like Dan.

kungfu_trainingKung-Fu Training

This card is the heralded savior promised to us in set 8. And yet, it seems a little weak compared to the giants it's supposed to be taking down, namely Happy Holidays and Infiltrating, which will most likely be featured in decks designed to keep you from using those nice new Kung-Fu Trainings, or they'll simply run Kung-Fu Trainings of their own to put you in your place. How unfortunate.

Rejection

This card is quite possibly the most powerful card in the set, right up there with Bitter Rivals and Begin Anew. Learning how to loop this card will probably be the best way to make your friends quit playing with you. Trust me, I would know.

Siberian Training

Referred to liberally as "I fight bears" around here, Siberian Training is actually really awesome for All and Void. Many times, the attack will stay at 0, or you can take as much as 10 damage off the top, which seems like a fair trade to me. It's safe to compare this card to Nagase's Blog, and I believe that Siberian Training will work better most of the time, but especially when it's flipped as a control check.

The Gorgeous Team

Unfortunately, one of the reasons to play All is no longer as compelling as it once was. Gorgeous Team makes Military Rank look like so much work, especially if your character happens to be a female. Many times, the two will be fetching up the same stuff, but it would seem like Gorgeous Team will be fishing out stuff that you only wish Military Rank could get you. If nothing else, you should think of this card as Evil's +1 handsize card, which is a very scary thought.

The Noble Scion of an Odious Bloodline

If you haven't heard of this card, it's time you did. Noble Scion is on the verge of poisoning the metagame with its ridiculous hard lock. Much like Ruler of Southtown where players saw it best to use the card without counters, we have another card that players saw and asked, "Why would I even bother generating momentum?" When this card is played, you can only play 0 more cards and abilities for the rest of the turn, preventing you from even answering their recursion when they pull it off. Keep an eye on this card, because word is it might be gone before you know it.

red_lotusThe Red Lotus of the Sun

I would list Red Lotus as the best foundation set 8 gave us, but when I say this, I mean to the game as a whole. Bitter Rivals is neat, because it empowers aggro, and control, and it works in nifty ways, Gorgeous Team fishes stuff out for you, but Red Lotus protects you from so many things you weren't able to protect yourself from in the past, it's amazing. I expect this card to make a big splash in Legacy tournaments, almost to the point where it might hate Lost Memories right out of the format.

Tough Outer Shell

Hey, look! Another Armored Defense! Which means no one will play it, because everyone wants to draw a ridiculous amount of cards every game. Honestly there has to be some strategy that revolves around printed handsize... When we find it, this card will be awesome.

White Gi

White Gi is actually pretty combotastic, but it really reminds me of Defender of the Empire, except, in the way you were supposed to use it. I don't think this card is all that useful, really. It's just too bad it's a Super Rare, because you really won't get a chance to experiment with it and see what you can come up with.

The Best Characters

Not much has changed since the last time I did one of these analyses, except of course that some of the characters have rotated out of the Standard format, namely Promo Tira, and Super Rare Dhalsim. The rotation has also seen certain characters that were not powerful enough to run with the old 8 and 7 handsize characters rise in viability simply because the format has shifted to one where 6 handsize characters are dominant. Many of these names should come as no surprise to anyone. Some are hints that it's time to reassess the character pool in order to find old characters that weren't playable for the sole reason that they sported a handsize of 6.

Promo Alex

It's no secret that Alex is one of the best characters in the game. His card drawing allows you to easily overwhelm opponents, or simply draw into crazy combos like 8th Bill of Punishment. At 28 vitality, taking him down won't be easy either, as he can just as easily heal when he needs to. His abilities are nothing short of the best the game has to offer, and two of his symbols are extremely playable. Alex is versatile enough to be played in almost any style of deck, form combo or aggro, to recursion pressure, which allows you to retain some element of surprise about your deck, even after your character card and first set of foundations are revealed. I might even go so far as to call Alex the best character without the Evil symbol.

Promo Ukyo

You really, really want to go first when playing against Ukyo. Ukyo really shines against his opponent in the second turn when they have played 3-4 foundations as a set-up. It's really easy at that point for the Ukyo player to overwhelm you with low-difficulty, high damage attacks like Concealed Shallow Swipe and Genkotsu Stamp before you really ever had a chance to play in the game. That kind of early-game threat, plus the ability to punish opponents who over-extend in the later turns will always see Ukyo as a favorite among the best players. His card drawing ability is also one not to treat lightly.

cody Promo Cody

Blue Cody is quite possibly the single best option for the control player. He can outright negate attacks, and pesky actions, which will make other players think twice before Infiltrating or even attempting to 8th Bill. He has access to the best symbols in the game, and once he's stacked with Red Cody (which is guaranteed to happen) he has access to even more highly-competitive symbols, such as All. At 7/24, Cody also is arguably also has the best handsize/vitality combo in block 2, and some would argue, the best character in the game.

Promo Adon

There are some that would argue that Promo Alex bests Promo Adon in almost every way, that an Adon deck would be much improved simply by placing an Alex on top of it. There are many valid reasons that could lead to those conclusions, but I don't think Adon is dead just yet. He was Fire's poster boy for a long time, and not without good reason. Adon is another one of those characters you really want to win the dice roll against, because allowing him to play first could lead to a disastrous second turn for you, if you ever manage to even get one by the time he's through. Adon's still lightning fast, but Alex has more staying power, and is far more versatile. Adon, however, is still king of the damage pump.

Rare Astaroth

At 6/31, Astaroth rivals Cody in the handsize/vitality ratio department, if from another angle. Astaroth is arguably the best of the line of "tank" characters, that include Dimitri, Talbain, and Zangief, as Astaroth can dish it out just as well as he can take it, something his competitors lack. Astaroth also has the benefit of the dreaded pitchfork being on his side, something only Promo Zangief can claim.

Promo Zangief

As another tank character, Zangief shines in his own special way as a particularly nasty burn character. With the release of Nefarious Deeds in the set 8, it's much easier than ever to ready the big Russian and burn an opponent a second time. Evil has no shortage of throws for this monster to take advantage of, and Absurd Strength will allow Zangief to eat SoCs and Red Gi's for breakfast, lunch, and dinner. In this new 6 handsize world, Zangief is worth a second look.

basaraPromo Basara

Here we have another control player's option, albeit, a decidedly more risky one that Promo Cody. At 21 vitality and 6 handsize, you have a lot of risk to consider before even trying to put a deck together. Compare him to Promo Mina, a character with excellent handsize, and playable abilities, but too much risk to even consider. With Basara, you get two monstrous abilities, with the power to swing entire games in your favor. The only reason Basara hasn't been relegated to the unplayable fate of his fellow Promo Rolento is because those abilities are too good to pass up. His symbols are just right for making opponents suffer. If there ever was a character that was worth such a high risk, Basara is it.

Super Rare Cervantes

Cervantes is probably the best-kept secret amongst the high-profile UFS community. There are many who have fallen to his absurd brand of CC Hax, and fallen in love with the havoc he wreaks on the control player's staging area. Cervantes is almost the anti-meta character for his ability to disrupt his opponents, no matter what they're trying to do (ha, nice foundation, Sagat). His form solves so many problems, and creates so many new ones for his opponents, it's almost unheard of that such an excellent character has remained so unused.

Promo Charlie

Once again, we have another character that benefits greatly from the rotation. When once Charlie was unplayable because of his handsize and lack of suitable momentum generators, he now exists where his handsize is just right, and his abilities are just what the doctor ordered. Having played him for close to a month now, I can truly attest that his power rivals and in certain cases exceeds that of Promo Cody in terms of pure control. His Death symbol places him in the right place to abuse Roam the World, Pieces of Eight, and Control the Present, and his negation ability is particularly harsh on his opponent's blocks. Watch out for this guy to make a come back in a big way.

Ibuki (any rarity)

Ibuki has existed in the meta in some shape or form since the moment she was printed. She's easily one of the best remaining 7 handsize characters we have available in the new Standard environment. Her Rare version is hard to control, while her Super Rare is explosively fast. Her Promo seems to have fallen out of favor, perhaps due to her low vitality, but her abilities are just begging to be abused with cards like Prophesied Leader. Ibuki has perhaps even reached the point where she has surpassed Yun-Seong as the most popular character in the game.

rock Promo Rock

Yet again, an old monster returns to haunt us. Promo Rock can still leave you with a bad taste in your mouth, before beating you down with large, unblockables. His versions that use Methodical Fighter will have you pulling your hair out as you try to play non-attacks, only to leave you on the receiving end of ridiculously sized 8th Bills. Rock still has plenty of potential to be explored.

Super Rare Vega

Before set 8, it was looking like Vega was headed straight for early retirement. Now that we've all seen the set, however, there's no denying that Vega's skills can be put to excellent use. Chain Throw allows him to pick up any card from his discard pile, and all the new Evil support sees Vega as a certifiable god among all the other wanabes with the pitchfork stamped on them. This is what top-tier characters look like, ladies and gentlemen.

Promo Yun-Seong

It would seem that the world of Absurd Strength and Mortal Strike proved to be too much for Yun-Seong's Rare incarnation, and he has actually been legitimately hated out of the Standard format. Promo Yun-Seong however has never had any problem with those cards, as he attacks from a completely different angle. Initial indications are proving that Yun-Seong may in fact be THE best Mill character in the game, as his ability to drop and ready foundations lends itself to the archetype so well, you would think that the two were simply meant to be. His low vitality has always been prohibitive, but the printing of Happy Holidays has put a smile on many a Mill player's face, especially that of the Yun-Seong player's.

Promo Morrigan

Morrigan seems to nearly as versatile as Promo Alex. Her symbols are quite varied in usefulness and power, and her ability is nothing short of crippling. If built to take full advantage of her ability, your opponent may never deal any damage before they run out of attacks in their deck. If you're a fan of locking your opponents out of the game, Morrigan would be a good place to start.

The New Fighters

Set 8 has given us a wide variety of new characters, but as always, some are more playable than others. It would appear as though Set 8 is creating a trend towards characters with abilities that are far more narrow than we are used to, such as Ninon or the new Kyo. Others, like B. Jenet, seem like they deserve some attention, but miss out on this list due to my lack of experience with them.

Rare Akuma

Easily one of the most faithful incarnations of Akuma in UFS, this version comes to us with everything it needs to eat your face. His Response ability not only allows you to push your own attacks through, but it also conveniently provides the possibility of negating those of your opponent's. How cool is that? On top of that, Akuma really knows how to mess with his opponent's staging area in ways that would make Rare Ibuki players blush. Akuma just screams hybrid aggro, and I wouldn't be the least bit surprised if Ibuki players started flocking to his banner.

karin Rare Karin

Karin easily boasts the best collection of symbols in set 8. Her negation ability is nothing to take lightly, as fatal multiples, powerfuls, and even reversals can be nullified by Karin. Her enhance is semi-useless in an environment with Bitter Rivals in it, but it doesn't stop her from having amazing potential as a control character.

Rare Kula

As players struggle to find the optimal direction for Kula, it would seem to me that she has the best chance of rushing opponents and overwhelming them with a slew of attacks. She seems to be very suicidal, in the Ukyo trend, but finding the right build for her could be very rewarding. If nothing else, she's a 7 handsize Promo Hanzo.

Rare Mai

If I were to choose the best character in the new set, I would single out Mai immediately. Not only is her recursion ability extremely good, nay ridiculous, her healing abilities are also top-notch. The ability to freely gain 2-4 life per turn cannot be overlooked, as it can completely nullify attacks. As per tradition with her past, and with ninjas in general, she was graced with the Evil symbol, which can only be chalked up as a benefit to her side. Expect Mai in the immediate future, and expect her to be gross.

Rare Sagat

8th Bill of Punishment has already proven itself to be a valid kill strategy in more ways than one and for many reasons. With that in mind, Sagat and his tutor ability make 8th Billing easy, particularly with multiple Taking the Bait on your side, courtesy of Sagat. His damage pump pretty much ensures you'll want to go the 8th Bill direction in order to make the most out of it. Sadly, for a character with such attractive abilities, initial indications seem to point out that they only look good on paper.

Rare Sakura

Sakura is in the right place to make herself the Queen of the Toolbox build. While her recursion is nowhere near as good as Mai's, it is less restricted, and Sakura is much, much harder to kill. Given time, which the Sakura player is going to get with that healing ability, Sakura can set herself up an insurmountable advantage with the right foundations. After that, she starts coming for the throat. You've been warned.

The New Tier Structure of UFS symbols

After weeks of careful playtesting and analysis, character swaps, and deck changes, it became quite clear to me the status of the symbols has changed somewhat. This is my analysis of the symbols in the new Standard environment.

Top Tier (Evil)

Evil

It is my honest opinion that anything any other symbol can do, Evil can do it, and do it better. What was once a Block 2 Powerhouse is now a force that cannot be ignored. Evil has the best attacks, the best actions, and the best foundations in the game. If you're not playing Evil, you need a really good reason not to. Set 8 favored Evil so heavily that there is almost no competition for the pitchfork. Far from balancing the game, or bringing more control to the meta, set 8 simply put Evil head and shoulders above every other symbol in the game. Evil is the map every other symbol lives on. Only combinations of the symbols below can hope to be as good as a straight-Evil deck in this new Standard format.

High Tier (Fire, Death, Void, All)

Fire

Fire is possibly the only symbol that can threaten Evil completely unassisted by other symbols with enough frequency to warrant it as a possible alternative. Fire also has an impressive line of attacks, that can be called the best in the game, and they work in concert with the best offensive foundations the game has to offer. Everything from speed pump, damage pump, and unblockability is available to Fire. Simply put, Fire is the best dedicated aggro symbol in the game, and to make things even better, it picked up some control with Set 8 with No Memories, Silver Spoon, and Bitter Rivals. If that wasn't scary enough, Fire teams up with Evil so easily, it's scary.

All

All is the Cinderella of this group, as it went from nearly unplayable status before set 7 to complete powerhouse in set 8. The inclusion of Begin Anew and Bitter Rivals to its arsenal solidifies All as better than just about any other symbol in the game. Coupled with its unprecedented draw and recursion power, if you want to overwhelm opponents with sheer card advantage, All is where it's at. Handsize is irrelevant to the All player, as the number of cards in their hand is limited only to the imagination of the particular player. It is no rarity to see All players pass turns with full hands after playing 5 cards!

Death,/Void

Death and Void are still around as control powerhouses. The defensive/control pieces these symbols have available can only be matched by Evil, and in many cases they surpass the dreaded pitchfork. While their attack line up is on the weak side, there has never been a better time to use these symbols in a multi-symbol deck, particularly with All or Fire, as a method of creating a hybrid that can challenge the power of a straight Evil build. Death and Void tend to bring out the best in other symbols, which scarily enough, applies to Evil as well.

Low Tier (Air, Life, Order)

Before I begin here, I don't want you to get misled by the title of Low Tier. This tier can still turn 2 you, if necessary. Set 8 has warped the meta in a way where what used to be suitable alternatives to the aggro field are gasping for breath, and screaming to be heard. Not all the symbols can fit into the High Tier. If it wasn't for the controversial Evil boost, this may have well been the second tier of the game.

Air

Air is decidedly an aggro symbol as we know it, which means it is inescapably compared to Fire, which is why it sits in the third tier, as painful as it may seem. Set 8 has not given Air anything to write home about, which leaves Fire and Evil as better aggressive symbols, almost as a rule. This is not to say that Air still can't destroy its opponents in less time than it takes them to shuffle their decks, but that Fire is more consistent and more powerful, and any reasonable person can easily see this. If Air is to survive, I would think it would have to team up with Death or Void, or take advantage of it's trickier foundations, like The Sword that Protects, to disrupt it's opponents while it goes for the kill.

Life

Life got a decent aggro boost from Set 8, which unfortunately leaves it sitting as yet another aggro symbol not named Fire or Evil. Life's best threat is now Concealed Shallow Swipe, with the loss of Kubi Ori, but unfortunately, Shallow Swipe is on the wrong side of Bitter Rivals. It will never catch an opponent by surprise, and it will not connect unless the opponent is out of blocks. Life players may have to depend on the strength of their better representatives, like Alex, Dimitri, and Nakoruru to see them through, which doesn't seem all that bad considering just how good those characters are.

Order

Order seems to be at a turning point, with the introduction of some very powerful cards to its arsenal. Order is still THE symbol for Armored Defense, a card that can win you tournaments if you main deck it, and Order can still Infiltrating@you, FTW. Hwang's Protection sees Order get exactly what it needs to fight Higher Calibur. As it turns out, Order is the new king of foundation destruction/removal, and is awesome at plucking specific cards from the hands of opponents. It's foundation base provides some of the trickiest and outright denying foundations, like Armored Defense or Fight for the Future. Unfortunately, Order's offense is nothing to write home about, and it's defenses could use a little help from Death or Void. This leaves Order in a strange position, kind of like it's the Red Mage of UFS. Order is still highly playable, but it may just be the hardest symbol in the game to perform with.

Bottom Tier (Good, Chaos, Earth, Water)

Good/Water

It saddens me to see Good sitting here, but we have to be honest. Good simply can't kill opponents, and the best Good support also has Death or Void on it, meaning you should probably just play those symbols. While Water received decent support from Set 8, it still isn't enough to provide it with any defining role but second fiddle in the Reversal department, as Evil has reversals too, and it hits you with them harder. These two symbols can't even claim to be the best damage reducers in the game anymore, as Evil, Life, All, and even Void do that too, and they do it better. There is almost nothing you can do with these symbols that can't be done better in another symbol, which really leaves them without a place in top-level play.

Chaos

Poor Chaos. So many amazing attacks, a handful of great foundations, and no way of putting them to use in ways that could challenge Evil or Fire, or perhaps even Life or Air. The best Chaos decks are very similar to bad Evil decks, in the sense that Chaos can also do a bit of everything, but Evil does it all too, and does it better.

Earth

There's no nice way to put this, but Earth is the worst aggro symbol in the game. It doesn't hold a candle to Evil or Fire, and even if those symbols didn't exist, Air and Life would run circles around it. The rotation claimed many of Earth's best defensive foundations, and almost, if not all of the symbol's best throws, leaving it as the washed-up, has been, ex-king of throws. That crown has passed to Fire, leaving us with a symbol that desperately needs to reform in the wake of crushing losses.

Deck Spotlight: Three-Piece: Pirate King Cervantes by Gravelord

Gravelord himself introduced this deck to me in a very personal way by smashing my face with it. I mentioned earlier how Cervantes is a very underused character, quite possibly the most powerful character that no one is using. Here, Gravelord takes advantage of Cervantes' unique disruptive abilities and pushes them over the top:

cervantes :.: Cervantes:.:

4 Widow Maker
3 Iceberg Circular
3 Moonsault Slayer

10 Attacks

4 Whereabouts Unknown
4 Ancient Arts of Combat
4 Megalomania
4 The Curse Broken
4 Constant Training
4 Military Rank
3 Countless Days of Killing
2 Dead Men Tell No Tales
2 Mercenary 

35 Foundations

4 Immortality
2 Infiltrating
1 Resurrection

7 Actions

3 Heisheng Jian
3 Seal of Cessation
1 Basket of Tricks 

7 Assets

Iceberg Circular is an absolute beast. Coupled with Cervantes' own foundation-eating ability, Iceberg can just be backbreaking, as it doesn't really matter whether it hits or not. For those of you wondering about the deck's offensive capabilities, Cervantes generates enough momentum to constantly use Moonsault Slayer to its full effect. While his opponents are busy trying to keep a decent staging area on the table, Gravelord is throwing Moonsaults every turn, courtesy of Basket of Tricks. The deck also has room for The Hero of Southtown to push the recursion further.

One of the nastiest tricks the deck has up its sleeve is Immortality. Before I even knew this card was in Gravelord's deck, he stuck his Countless Days of Killing into his momentum, and used Immortality, pitching Countless Days for -8 to my control check. I failed a Flying Cross Chop at 3 Difficulty with 5 foundations out! That kind of power is absolutely brutal and nothing to be messed with. This deck also serves to show how much multi-symbol decks have risen in popularity recently, as it is one of many certified top-level competitors that have come to power as of late. This particular deck is so disruptive to any opponent's strategy it would seem as though it would have no bad matchups, and that in fact, it's shortage of attacks would seem to be its own worst enemy.

And if that wasn't enough, not even Mortal Strike will save you from this beast, because Iceberg Circular will still remove that pesky foundation from your staging area, as no player is adding to their own momentum. Absolute genius is what that is right there.

Parting Thoughts

It would probably come as no surprise to anyone when I say that I'm going to be playing in Block 2 almost exclusively, until that too rotates out. The fact that I already own a large set of block 2 playables while my block 1 collection is noticeably missing many cards is probably the driving force behind this decision, but I also have a fondness for block 2. Hours of testing, and analyzing will have that effect, I suppose. I feel like I'm getting in at ground zero, here, and all of you are in it with me. This is OUR new format. We're all starting it together on even turf. We've known it was coming for more than 6 months, and now it's finally here, and it's awesome. While I feel set 8 distorted the power balance, and unnecessarily boosted Evil and Fire, I still think there's a lot we can do outside of those symbols, especially with All, and our friend Promo Alex. Recent tournaments have proven that Mill is alive and well, and that many players are unprepared to face that matchup. This is perhaps due to the tiny, constricting sideboards we have as UFS players, but that is a battle for another day. Good luck out there, everyone, and have fun. Watch for my next article some time next week.

-Ceejay

Last Updated ( Monday, 25 February 2008 )