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Shadows over Innistrad: What are the best cards?

In a storm of bustle work, I still squeeze out time to write this review. This is just one of the proves of how much I love this game.

1. Consisting the world of competitive MTG decks:
I never overlook the potential of cards that search for something. This one is great because Delirium in GR ramp is not really hard to achieve: we have nearly all card types - Evolving Wilds(land), Hangarback Walker(artifact and creature), Chandra, Flamecaller(Planeswalker), Ramp spells(Sorcery), Kozilek's Return(Instant). 
It's good but limited to decks with a significant number of creatures. That means UW control won't use it. 
If you have 4 mana, you may like a Utter End rather than this. But the cost of 3 life will be trivial if the meta speeds up so much that you aren't given the time to gather 4 mana and make a timely response to opponent's cards. In some extreme cases, a player never get 4 mana during the whole game. 
Green and Red are strong colors in the new Standard. I see this card in both aggro and ramp decks. A top ended card for sure.
This card is fine, especially in Red. Assume I have burn cards like Fury Temper and Exquisite Firecraft and lands, the opponent now gets the touch choices of letting you cast a 3 damage burn for free or draw a card. Even what you draw is a land, your library get filtered. With its Menace and 3 Attack, I think this is the best red card in this set.
Again, this card gives pure advantage. Paying 3 mana for 2 damage and a chance to copy a spell. I think players will use it in UR control or aggro decks.

2. Potential cards:


All the cards have some kinds of restriction, so I put them into the second class. We should build around these cards to see what can they effect the meta game.



3. Interesting cards:


These always drop to a very low price, say 0.05 or less. Just buy 100 to 200 copies and wait. Sometimes they give you surprise after a few months.

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