With 1 more week to go before the official release date of this new expansion, traders are speculating what's hot and what's not in Odyssey. Below is my personal opinion on the speculation of the possible Hot and Good rares for the Type 2 environment.
Definition:
Hot rares - very useful and powerful rares. Value should run into the more than 6 bucks range. Very versatile..usually will work against most decks. Examples: Urza's Rage/Absorb/Undermine
Good rares - Useful but sometimes you will wish its something else. eg Bribery/Ghitu Fire/Wrath of God. Price will be in the rage of 4-7 bucks a piece.
Medium rares - very important against certain archetypes and good sideboard material. Sometimes medium rares are fun to play with. Price range : 2-5 bucks Eg Sacred Ground/Teferi's response/Nightscape Master
Lousy rares - I shall not list this but I can give examples ... Planeswalker Mischief...
HOT RARES
Divine Sacrement
Enchantment
1WW
All white creatures get +1/+1.
A must for your White Weenie deck which I expect will be strong in Odyssey.
Divert (rare)
Instant
U
Change the target of target spell with a single target unless that spell's controller pays 2.
It works for a lot of evil things. It stops : Haunted Echoes, Urza's Rage, Stone Rain, Counterspell. Misdirection was hot..why shouldn't this be?
Extract (rare)
U
Sorcery
Search target player’s library for a card, and remove that card from the game. Then that player shuffles his or her library
Its a very good card, reduces the number evil things to counter. Will break a Combo-deck if combined with Duress.
Haunting Echoes (rare)
3BB
Sorcery
Remove all cards in target player's graveyard other than basic land cards from the game. Search that player's library for all cards with the same name as cards removed this way, and remove them the game. Then that player shuffles his or her library.
Unlike the blue counterpart (Traumatize), this will work by itself. This card will have a more devastating effect compared to Lobotomy for only 1 extra mana. Its devastating but do not put more than 2 in a deck.
Epicenter (rare)
4R
Sorcery
Target player sacrifices a land.
Threshold - All players sacrifice all lands instead.
Red has never had problems getting more than 7 cards in the graveyard. Shock..Rage...Fire/Ice... A perfect land reset button after burning off opponent's creatures and casting those hasted weenie goblins.
Savage Firecat (rare)
3RR
Creature - Cat
Trample
Savage Firecat comes into play with seven +1/+1 counters on it. Whenever you tap a land for mana, remove a +1/+1 counter from Savage Firecat.
0/0
5 for a 7/7 trampling ***** cat! What more can I say? Just go all the way.
Call of the Herd (rare)
2G
Sorcery
Put a 3/3 green Elephant creature token into play.
Flashback - 3G
3 for a 3/3 and again 1 turn later? This is what I call card-advantage.
Shadowmage Infiltrator (rare)
1UB
Creature - Wizard
Shadowmage Infiltrator can't be blocked except by black or artifact creatures. When Shadowmage Infiltrator deals damage to a player, draw a card.
1/3
Finkle's the reason I am still see hope in my favourite Blue-Black deck.
GOOD RARES:
1) Aegis of Honour - Only a sideboard card
2) Balancing Act - its actually Armageddon, Persecute, Wrath of God all in 1..but timing is everything.
3) Devoted Caretaker - White Weenie rejoice!
4) Karmic Justice - This is such an evil card against mass destruction decks.
5) Mystic Crusader - I pity the opponent if he plays Black/Red once this card hits the table
6) Persuasion - A replacement for Bribery/Dominate but its an Enchantment..so there is weakness.
7) Traumatize - This card alone won't win you the game for Blue players.
8) Upheaval - Powerful but since its a sorcery, its relegated to down here.
9) Kamahl - Good but there are better rares(the 7/7 trampling ***** cat anyone?). Its a legend, you can't more than 1 Kamahls in play.
10) Molten Influence - a good rare but it sucks if your opponent doesn't pack much instants (eg black..green...)
11) bearscape - Sometimes counters can be such a pain..just try and pull this bugger thru.
12) Ground seal - A good sideboard and its a cantrip!
13) Krosan Beasts - Works only if you have more than 7 cards in graveyard.
14) New frontiers - Good mana acceleration. It will work better if Type 2 offers something like : When opponent plays a land, it deals x damage to him/her.
15) Spellbane centaur - Anti-blue only for sideboard.
16) Terravore - It can grow bigger. Its good only because it has trample. Perfect for a landie deck.
17) Iridescent angel - The casting cost is a bit too high. Does not have protection from Lands.
18) Mystic Enforcer - depending on the metagame..this could be nasty for Black.
19) Gravestorm - Useful for mono-black decks.
MEDIUM RARES
1) Patron Wizard - Build yourself a wizard deck. There are loads of good wizards out there (Vodalian Mystic,Vodalian Hypnotist, Temporal Adept, Archivist, Stormscape Apprentice)
2) Graceful Antelope - A real fun card to play with if you could pull it off.
3) Thought devourer - 4/4 flier for 4cc. Drawback? Use spellbook! Its fun! Nightscape familiars will make it even more fun!
4) Upheaval - Again, use the 0cc spellbook with Megrim for some massive damage. This card has very good potential
5) Mirari - What? How could I put Mirari here in this category? I feel I could pack better cards instead of Mirari in my deck. I do not see Mirari as a ground breaking card in Type 2. nevertheless its a fun card to play if you can pull it off.
6) All the dual Rare lands - I prefer those pain lands.
Well thats all folks. Now I am off to the traders forum and get my hands on those hyped up hot rares! If you like, I will post an article on the possible hot uncommons.