Invincible Hymn - Eight mana to set your life to 200 or 220. Totally worth it.
Tezzeret the Seeker - Unless he is banned, which some are calling for, he is absolutely worth playing.
Flameblast Dragon - It is worth increasing our Red creature count instead of constantly pulling out red creatures for red creatures? This guy can swing at one person, then Blaze kill another. Then next turn you can swing at one person, then Blaze someone or somethign else, each turn. Very strong, but he's no Slogger or Knollspine. Is it time to add to our Red instead of replacing our Red?
Bant Charm - Answers Akroma the White, Darksteel and every targetable creature in between, destroys any artifact, or counters an instant. Solid.
Hellkite Overlord - Totally worth playing, the Akroma of Dragons.
Jund Charm - This is the good charm. Instant Pyroclasm, and we saw how good Pyroclasm was this past weekend, instant Tormod's Crypt which is great since the Essentials has such little gfraveyard removal, or combat trick with a permanent effect. All good.
Sarkhan Vol - The other good Planeswalker from the set. Good enough?
Wooly Thoctar - If you can;t figure out why a THREE mana 5/4 is playable in the deck, then perhaps you need to reassess the nature of the mana curve concept in Magic. Can the deck's amazing mana base (according to Aaron) handle it?
Panormas - I like the fetchs. Get this, you can get any combination of mana with the tri fetches except one, allowing you to fix two colors instead of one. How many times have i had a Badland sin play and got the red/black fetch, and I can only fix one color of mana instead of two. Now I can get the B?U?R one and fix blue and white at the same time. Plus they tap for mana and do not CIP, so they dont slow you down and you can fetch as needed.
Tri CIP - I like these a lot, and if the deck didnt have so many duels and fetches and such, these would get the nod.
Anyway, those are the cream of the crop from the set, as far as I can see. Discussion begins now.
