Three Cards Deep: The Good, The Bad, and the EDH Ugly
Welcome to the third week of Three Cards Deep. Every week of Three Cards Deep I present three cards that I’ve seen played or played in the last week – one for each of three categories:

-Rad: A card that was surprisingly awesome

-Bad: A card that sucked, usually of the fun-sucking variety

-(The Oh-So-Lackluster Just) Sad: A card that fell flat on its face, usually contrary to expectations.

Let’s get our hands dirty. Three less-discussed Magical slabs help us dig three cards deep into what is and isn’t sweet, and why.

The Rad – Tier Two Ramp: Far Wanderings, Primal Growth

The secret to an awesome, fun, personalized EDH deck is blending thematic and mechanic synergy so you get a pile of cardboard that feels individual and has the power to keep up. Far Wanderings and Primal Growth are card-carrying members of the “Second-Tier Ramp Club.” I mean, have you seen Boundless Realms? Gross that card barfs out lands so good.

But if you gotta get your ramp on, why not sacrifice a token, get Morbid alive, and make a 5/5 flying demon with Skirsdag High Priest for your troubles. Oh and get two lands into play untapped upon resolution. “Why yes, I’d like to pay one mana to jump ahead two turns in mana development and make a dragon in my sacrifice matters Sek’Kuar deck.”

Yeah that happened to me and I was so jealous.

Verdict: Why not make your ramp sweeter than apple pie?

We get it. Seriously, we do. Your group hug turbo-fog deck is HI-larious. And giving us all an Exploration plus another card a-la Howling Mine (Oh wait, no way! You played that too? How unexpected and delightfully whimsical..) it makes the game more fun for me and everyone.

Sarcasm aside, Rites fundamentally changes the game(and not in the cool way that Rites of Spring did in the 1980s). Some people might like that, but it gets old fast. Everyone drawing two cards and playing up to two lands a turn alters the pace of the game dramatically. It weakens decks that rely on the synergy of low-impact spells and makes spewing out multiple the haymakeriest of haymakers the main route to success. No, it’s not as bad as having no untap step, but it throws like 27 wrenches in everyone’s plans.

Verdict: Blargidy Blah. Neither creative nor fun unless you’re a weird, cuddly sadist.

The Sad – Ætherling

An EDH-powerhouse this is not. I’m not sure if anyone thought Ætherling could stand toe to toe with the Titans, Dead-Eye Navigator, or Kokusho, but I certainly expected more.

A player ran this out in a typical exalted-focused Rafiq build. Hypothetically, unblockability plus unkilability to swing for 12 or more is a solid plan. But for a six drop with no ETB that requires a big mana investment every turn to perform, it just didn’t do enough. And the player was a little overwhelmed by shiney-new-coolness, so he invested too much mana into getting value from Ætherling, making matters worse.

Verdict: You know that little merpy squeek at the end when you have almost squeezed all the air from a whoopy cushion? Yeah, that.

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Thoughts? What am I missing here people. Shoot me some vinegar in the comments or @MdaveCs