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Magic the Gathering card analysis: Shah of Naar Isle

by Can Tran

Created on: November 07, 2009

"Shah of Naar Isle" is a 6/6 red efreet printed as a rare for the Magic the Gathering expansion set known as "Future Sight." From the looks of Shah of Naar Isle, it seems that this is a card meant to be played in an aggressive red deck. Despite the appeal of Shah of Naar Isle, there is one major drawback. This major drawback could make a person think twice before putting Shah of Naar Isle into his/her deck for the most part.


The converted mana cost for Shah of Naar Isle is four. You will need one red mana and three colorless mana to play Shah of Naar Isle. For what Shah of Naar Isle can do, the converted mana cost seems to be reasonable enough. However, there are some touchy strings attached to Shah of Naar Isle.


What does Shah of Naar Isle do in the first place?


For only four mana, you get to unleash a 6/6 creature with Trample. That alone is very good. Normally, 6/6 creatures with Trample cost more than four mana. The normal cost would be between six and seven mana. If Shar of Naar had Haste, it would make it better. However, that can be remedied with this red enchantment spell called "Fervor" which gives all of your creatures Haste.


However, there is one string attached. It has an Echo cost. Echo is an additional cost that was introduced to Magic the Gathering via the Urza's block. Echo is an additional cost that has to be paid the next turn. If not, you have to sacrifice that creature. In this respect, the Echo cost for Shah of Naar Isle is zero. While that seems to be good, there is a catch.


When the Echo cost is paid, each opponent may draw up to three cards. That is the main drawback of Shah of Naar Isle. You risk allowing your opponents to have a card advantage. There are two ways you can neutralize this.


The first method requires you to be aggressive. Since this is no longer legal in standard, you can use this in extended. In the extended format, you will need these two cards to compliment Shah of Naar Isle: Fervor and "Rage Reflection." As explained, Fervor gives your creatures Haste. With Fervor, you can immediately attack with Shah of Naar Isle. Rage Reflection gives your creatures Double Strike. In this respect, Shah of Naar Isle would be a 6/6 with Trample, Haste, and Double Strike. Then, you go to town on your opponent.


The second method would be using a black and red deck. You can use those cards mentioned. But, add in these black cards: "Megrim," "Gibbering Descent," "Underworld Dreams," "Liliana Vess," and "Wound Reflection." As soon as opponents start drawing cards, use the ability of Liliana Vess to make an opponent discard a card. That makes Megrim's ability kick in as it deals two points of damage to that opponent. Underworld Dreams deals one point of damage to your opponents for each card they draw. Gibbering Descent makes them discard a card and lose a life during their next turns. Wound Reflection doubles the life lost by your opponents.


Overall, Shah of Naar Isle is a good card to have in an aggressive red deck. But, there is the risk of opponents getting the card advantage. In this respect, you want to be able to bring out Shah of Naar Isle and quickly be able to act before opponents can use the cards they draw.



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