In Magic‘s Shadows Over Innistrad, Your Cards Will Have to Work Together

Innistrad is the world of Magic dominated by werewolves, vampires, aberrations, horrors, and monstrosities. It contains Obsessive Skinners and Macabre Waltzes. It is overrun with everything that you don’t want to be near. Fittingly, it is one of the most popular fictional locales in the Magic universe. After last winter’s return to Zendikar, a fan-favorite blast from the past, Magic design has ramped us into an even more popular world with the release of Shadows Over Innistrad. We’ve traded the Lovecraftian horrors of the Eldrazi for old-fashioned Hollywood Gothic. Those are different flavors by anyone’s estimation, but a question lingers: how do those experiences match up?
In the few weeks since release, I have had the opportunity to play a healthy amount of all aspects of Shadows Over Innistrad. From the Limited formats of Draft and Sealed to Constructed play in Standard, I have witnessed the impact of these cards in every variation that they can appear. If those words don’t mean much to you, don’t worry; I’ve played with the cards in a lot of ways while winning and losing in lots of interesting ways, and I feel like I have a strong handle on when I was and was not having fun with it.
By virtue of what it is, any event where you open packs of Magic and play with them right then and there is going to be swingy. Some people open great stuff. Some people open terrible stuff. Everyone goes into it knowing this, and with the devil of variance that exists in any given card game, there’s a certain realization that things aren’t always going to go your way. However, my experience in the Draft and Sealed formats in Shadows has left me wanting in some ways.
Shadows Over Innistrad’s world is based on competing factions. The vampires, werewolves, zombies, spirits, and humans of the world are all trying to survive in a literal nightmare ecology, and they excel the best when they are able to gather together and feed off of each other’s synergies. For example, vampires have a strong presence with card discard and the Madness mechanic that allows you to use cards more efficiently if you discard them. Spirits gain life, create new spirits, or disappear in and out of existence. Humans boost each other up by giving each other better weapons, abilities like First Strike, and taking better advantage of Equipment (it’s their appropriately-sized hands).