Thursday, 31 October 2019

Batwoman S01E02 Review: Sister Act

Batwoman, Season 1, Episode 2: The Rabbit Hole


As we continue with the second episode of Batwoman, we jump head-long into the Kate/Beth sisterly storyline, and it's... it's interesting? It's not the first time that a superhero show has had the hero's missing, long-thought-dead relative end up being a villain (see also: Emiko Adachi, Astra, half the cast of Gotham), but I do think that the way that these first two episodes of Batwoman did go through the expected beats pretty well. The surprise revelation at the end of the pilot is a huge cliffhanger, and a good chunk of this episode has Kate -- and because she couldn't keep her mouth shut, the rest of the cast -- trying to figure out if Alice really is Beth. And as the audience, we know she 100% is, because to pussyfoot out of that revelation would be anticlimactic as hell, but Kate doesn't know that. And there's just that delicious bit of ambiguity when Alice whispers to Kate about how she might be Beth, or she might just model herself after what she read online. That's actually pretty well-scripted.

A lot of "The Rabbit Hole" makes use of this connection with Kate's past not to just establish the connection between Kate and Beth, but also how Kate connects with her father Jacob, her step-sister Mary, even with Luke and Sophia, and it's... it's pretty interesting. There's still a huge chunk of uncertainty to what Kate is doing as the (still-unnamed-in-the-show) Batwoman, and unlike CW's five other superhero shows, Kate doesn't see being Batwoman as her true calling or The Mission for the rest of her life. Sure, she's very focused in solving the Alice problem, and she's not taking the cowl off any time soon, but I do like how she acts pretty dismissive about claiming the title of Gotham's protector or what Batman's presence meant to the city. The episode doesn't shove it down our throats, but we do get enough scenes and background noise (quite literally, with Vesper's radio show) showing that Gotham City is hungry for a new Batman-like figure, while all Kate cares for at the moment is just Alice.

Of course, when Jacob reveals that they have shoot-to-kill orders for Alice, Kate quickly blurts out over breakfast about how "Alice is Beth", and Jacob sort of dismisses it as a particularly crazy fantasy by his daughter, who refused to move on... although looking at the scenes of the flashback to how the two of them coped after Beth's accident, it's not hard to see why Jacob is so unwilling to believe the fact that Beth might have survived -- particularly due to how unrelenting little Kate is in trying to find her sister, and the very tear-jerking scene when little Kate is just crying about why she didn't try harder to save her sister. Survivor's guilt at its finest.

Alice, meanwhile, continues to be in tiptop comic book villain form, quoting her Alice in Wonderland lines a lot more in this episode, set to the backdrop of murdering a bound old couple who now lived in the old Kane house, or to the dramatic confrontation that happens around halfway through the episode near the waffle stop. Alice/Beth is clearly insane, and she's all too happy to throw in doubt and fuck with Kate's mind... while also sending her minino Dodgson to murder the 'spare' sister. What a crazy, possessive lady!

Mary's storyline was seeded throughout the episode as something that was neat world-building but ultimately felt like it was just there to sort of set up the character for later. Oh, she's got an illegal clinic, clearly an interesting locale for a vigilante show. She ends up getting attacked and eventually rescued by Batwoman, which is pretty awesome... but then at the end of the episode, when Mary finally meets Kate again, we learn that Mary's been really trying to get close to her cold, aloof older step-sister but all Kate is concerned about is chasing the ghost of Beth. That's some pretty neat acting.

There's also the climax of Batwoman driving off to save Alice from drowning when her prison convoy got attacked with a bomb, with a neat showcase of Chekov's Bat-Rebreather, but ultimately it's a scene that raises more questions than answers. Is it part of Alice's huge gamble to escape? Is it a third party in play, and Alice just happens to get caught in the crossfire? Something else? Complicating matters is the fact that the final scene of the episode reveals that Kate's step-mom Catherine Hamilton (who's conspicuously absent after the little family breakfast scene) is apparently the one who hired the hitmen to attack Kate and steal the incriminating knife. Pretty interesting twist!

File:Batwoman Vol 2 2.jpgFamily's clearly the huge theme of this episode, whether it's the interactions between Kate and Beth, Kate and Mary, Kate and Jacob (both past and present)... but the other parts of the show also work pretty well. Luke Fox is trying his best to live up to both his father and Batman's legacy, pointing out just how gung-ho Kate has been about everything, and he's an interesting 'guy in the chair' supporting character. In contrast, though, I felt like Sophia's storyline was a bit underwhelming. Nothing really wrong with that, of course, and I do like just how hard of a decision it must be for Sophia to move from her loyalty to Kate as an ex-girlfriend or to inform Jacob that Kate might be doing something stupid, but ultimately I find her character a bit too flat for my liking. Ultimately, though, it's still pretty fantastic superhero fare. I wouldn't go as far as to say that Batwoman so far has been like, revolutionary or anything, but it's definitely a very solid storyline and acting so far.


DC Easter Eggs Corner:
  • Kate casually name-drops Wonder Woman, which I'm 99% sure is the first time we've ever had any mention of the charactr in an Arrowverse show, other than Themyscira showing up as a cameo in Legends of Tomorrow
  • Vesper Fairchild name-drops Robin while sarcastically noting that Batman might be at Robin's high-school graduation, confirming that at least a Robin exists in the Arrowverse. 
  • Loeb Bridge, is either named after DC comics writer Jeph Loeb, or after the in-universe corrupt police officer Gillian B. Loeb, the commissioner of Gotham City before Gordon. 
  • "You have our father's eyes" is taken straight from a conversation between Beth and Kate in the comics during one of their first arcs. The waffles thing is also from the comics, where going for waffles was a significant part of the comic-book Beth and Kate -- the incident that separated the sisters was being kidnapped during a trip to get waffles. 

Wednesday, 30 October 2019

DC Animated Movie Mini-Review: Batman - Hush

https://static.tvtropes.org/pmwiki/pub/images/batman_hush.pngBatman: Hush [2019]


I watched this a while back and... and it's pretty neat! It's a relatively solid adaptation and movie, although it did come under fire for changing the identity of Hush into a different character, merging a different aspect of the original graphic novel that Hush was based upon. And... I dunno, it works a lot better, in my opinion? Of course, I've always found the conclusion of the original Hush storyline to be a bit lukewarm after the amazing buildup, so that's definitely a bit of bias from me. 

The movie does a pretty smart thing in cutting out a lot of the more superfluous parts, focusing on the biggest and most iconic parts of the story -- Batman beating up Joker in an alley, Batman and Catwoman's romance and relationship, the fight against Superman in Metropolis... but with the sheer amount of content in the Hush graphic novel they had to fit into the hour, things ended up feeling definitely rushed. The focus this time around is less on the mystery, but more of an analysis on whether an open, all-cards-on-the-table relationship between Batman and Catwoman is going to work, what with a villain that's targetting people close to Batman and everything, and whether Batman's ever going to put his own happiness and personal life above his own happiness. Like The Death of Superman, it does give the otherwise cluttered storyline a huge emotional focus and backbone to build on, and I'm definitely a fan of it. 

Like most DC universe movies, though, there really isn't a whole ton for me to say without going on a scene-by-scene breakdown other than this one's a neat adaptation of the original storyline that ends up rearranging some scenes and changing the identity of the Big Bad (or, well, swapping the roles around)... and I felt like for the story they're trying to tell, it works. Overall, a pretty solid movie. 

Tuesday, 29 October 2019

Kamen Rider Zero One E08 Review: Horobi's Katana

Kamen Rider Zero-One, Episode 8: The Beginning of Destruction Starts Here


So this episode is our very first two-parter, after a series of stand-alone episodes. It's actually pretty surprising, considering a lot of the Heisei-era shows tended to either be almost-exclusively comprised of two-parter story arcs or being completely episodic, and I'm definitely up for it if Kamen Rider Zero-One and the rest of the Reiwa era is a lot more flexible with swapping back and forth depending on the needs of the story. 

That said, though, the setup of this episode really does end up feeling like yet another Humagear-of-the-week, with the guest star this time around being the White-coat Angel Mashirochan, an absolutely lovely Humagear doctor, and in the midst of Aruto's antics, we get to see just how much more effective robot doctors and nurses are -- even if I'm not sure measuring a patient's weight by lifting them up with super-strength is kosher. And honestly, in a job where efficiency is key and where real-life medical staff tend to be overworked all to hell, it's actually a pretty neat bit of world-building for sure.

We get a bit more of comedy as Aruto goes through his failed-comedian routine in the hospital, before Fuwa goes through his routine, talking about how shit robot doctors are and how it makes him feel not quite right inside. He's a racist man, isn't he? Of course, Mashirochan immediately saves a random pregnant woman from falling, just to disprove Fuwa's point. 

While this is going on, we get the return of good ol' Dodo (Antatsu-chan, Assassin-chan, whatever you want to call him -- I prefer 'Dodo'). Horobi apparently recreated Dodo from a 'saved' previous iteration, but Dodo's attempts to hack a Humagear nurse in the hospital ends up being absolutely foiled because of the good security system or something, while Dodo continues to make funny faces. We get to see a whole lot of extinction-themed speeches from Horobi and Jin, talking about the large amount of humans they have to extinct-ize. So they decide to target Yua!

We also basically have the confirmation that Yua's mysterious Man In A Shadowed Room (tm) boss is a member of Zaia Industries, and it is Zaia that has been producing the other Progrise Keys that AIMS has been using. And their latest project is the Giga, a bunch of giant robots that could, theoretically, show up and reverse-hack rogue Magia. They look like a cross-breed between a Gundam and the giant Time Mazine from Zi-O.



The Metsubojinrai.net boys attack the AIMS facility, fighting against Yua, and we get a pretty cool sequence of an upgraded Dodo Magia (he's got swords!) and Kamen Rider Jin (who did get to dash into the Giga hangar and apparently attach a Zetsu-driver to one) fighting against Valkyrie's hornet form. It's kind of poor showing for poor Valkyrie and she does get tossed around a lot in this episode. Normally I would say that it's another showcase of the showmakers of a tokusatsu show using the lady as the sub-par fighter, but I'm not going to make that comparison now -- Valkyrie is outnumbered in all her fights in this episode, and it's not like we get a 'Vulcan/Zero-One is absolutely better'. While Valkyrie is busy fighting Dodo, Horobi steals a bunch of briefcase weapons, including a new toy, the Attache Arrow, which Jin shows off by using to knock out Valkyrie.

And... yeah, as Aruto, Izu and Fuwa show up, and they check up on the Giga, they... didn't think to look a bit further? I guess they sort of make a point of showing that our main characters considered the hack, but it still felt kind of an idiot ball on AIMS' part.

Yua ends up getting a check-up and an arm sling from Mashirochan, and, of course, Fuwa takes this time to go on a rant on those filthy robot doctors is 'bad for your health', causing Yua to snap at Fuwa and tell him to shut up and 'keep [his] biases out of this'. So far, Yua does fall pretty neatly in the pragmatic middle ground between Aruto's robot-love and Fuwa's robot-racism. Of course, it's at this point that Mashirochan randomly suggests that maybe Fuwa could get a brain scan if he's not feeling well -- something she's not about to say. The cast of the show attributes that to Mashirochan's care for her patients and humanity causing her to transcend her programming and her potentially gaining sentience, but it's my personal opinion that Mashirochan just none-too-subtly made a snarky insult at Fuwa's assholishness.

Anyway, after a bit of a check-up in Hiden and a brief exposition dump about how AI might achieve 'singularity' and Fuwa being absolutely ready to shoot poor Mashirochan in the head (even Yua stands in his way), the discussion about Fuwa's aggressive shoot-first-ask-questions-never behaviour gets tabled because the hacked Giga giant robot has escaped and is smashing up the hospital. We get a cool scene of Izu joining the other Humagear staff in saving the patients, which I liked.

The Mestu-boys show up, and we finally get the revelation that everyone was sort of suspecting (Jin was essentially confirmed, but Horobi's a bit more questionable), but not quite sure -- they are both Humagears, and they're hiding their weird ear-mechanical-piece thing under their bandana and hoodie respectively. Horobi does a bit of a katana-swirling thing as he gives a big bad guy speech about how the humagear will inherit the earth after humanity's extinction, before ordering the Giga to mass-hack all of the hospital staff. Some great acting from the very hopeful (and subsequently hope-crushed) Aruto as he tries to plead with Mashirochan, only to have her deliver an absolutely unsettling laugh and transform into a Trilobite Magia.

And then we have an absolutely awesome four-way transformation scene, including a sequence where Aruto's hopper buddy slams in from outer space and stomps Jin's falcon buddy straight into the ground, and the two of them clash around a bit before the henshin sequence is completed. Absolutely love this sequence. The action scene that happens next is also pretty cool, and I love the casual ease of Vulcan's Punching Kong form just charging forwards and knocking two Trilobites to the ground. Eventually we get a 1-v-1 between Zero-One and the Dodo Magia, and we get Izu just tossing Progrise Key after Progrise Key to Zero-One as he goes through the shark, bear and tiger forms before blowing up the Dodo Magia -- pretty cool sequence.

While all of this going on, Vulcan and Valkyrie fight against Jin and the trilobite mooks and they enter The Warehouse (tm). Valkyrie and Vulcan eventually team up against Jin and knock him down... only for Horobi to do a badass walk in and show off his katana again (I can't decide if it's cool or ridiculous, to be honest), talking about the 'day of revolution' and whatnot, before slapping his own Force Riser and transforming into Kamen Rider Horobi. Fuwa immediately recognizes Horobi as the mysterious figure from the tour guide episode, realizing that Horobi is the person responsible for Daybreak, and he goes absolutely ballistic.

While Jin fights Valkyrie and holds her back (we've been having a lot of Jin/Valkyrie fights in these past two episodes, huh?), Fuwa goes all crazy as he gets to see the person who's essentially responsible for all the grief in his life, and he unleashes everything he has, and we get some amazing screaming as he machineguns Horobi down with his toy gun-belt, before unleashing a rocket-fist finisher thing... but Horobi's both the new toy being promoted and also the main villain, and he is, of course, completely unscathed. After a brief usage of the Hercules Beetle key to unleash an attack with his bow, we get a cool sequence of Horobi kicking Vulcan in the neck and then walking away as a ridiculously large explosion eats up the warehouse. We even have some kanji for "Sting Dystopia" show up on screen, which I thought was pretty damn cool.

And the episode ends with the cliffhanger of Fuwa being completely and utterly destroyed (and also ineffective) against Horobi, and the Metsu-boys having both a small army of magia minions and a hacked Giga. Overall, it's going through what's essentially 'oh shit, time to get serious' part of the show as we properly introduce a main villain, and I'm curious to see how things will go for sure. A pretty top-notch episode, for sure. 

Random Notes:
  • Different translation teams name the giant robot suits either "Giga" or "Giger". I'll go with the former until we get a more definitive romanization of the Japanese. 
  • I kind of feel like the X-Ray segment with Aruto in the very first scene is to quash any theories of Aruto being a Humagear himself. Or at least as a misdirection. 
  • The Dodo Magia being reset to its previous, pre-death memory and configuration doesn't just explain how the other guest-star AI managed to survive (in a fashion), but also how Jin lost the character development and doubts he got in the sixth episode, because he was reverted back into the crazy psycho man--child by Horobi when he first transformed!
  • I'm not 100% clear if it's the Humagear in the hospital that are just extra hack-proof, or if Hiden Intelligence did a software update for all their Humagear between episode 7 and 8. 
  • This episode is a goldmine for Izu doing hilarious things in the background. Basically every time they show up is glorious, but highlights among their antics include:
    • Izu's "scanning for laughter: none found" little speedy head-spin.
    • Izu pulling Aruto outof sight as he makes faces at Fuwa from a distance, unwittingly smashing Aruto's head into the wall next to him.
    • Izu's little jumping away when the Giga's tentacle whips swoop down; and then also moving away before all the chaos of transformation occurs. 
    • Izu copying Aruto's thumb-pointing-at-himself in the background when he's all "I'm the only one that can stop you!"
    • Izu's over-the-head clapping after Aruto blows up Dodo. 
  • Dodo flapping his arms uselessly as he transforms into the Dodo Magia is also absolutely adorable. 
  • So, uh... what's up with Horobi posing around with that katana? I mean, sure is cool, but why?
  • The 'chan' in Mashirochan's name isn't just a suffix because she's cute -- the Hiden data readout actually parses her name as 'Mashirochan', so it's actually part of her name. The same readout also notes that Mashirochan is "all serene", and has a little paragraph going "She has the name of an angel in white, she is loved by everyone, she is helping everyone, she is". Okay! 
  • The Gimmick Watch:
    • "Force Riser. Poison! Force rise: Sting Scorpion!" Horobi's transformation summons a scorpion buddy, who stings him in the chest before wrapping its claws and legs all around him. Sting Scorpion's attack is "Sting Dystopia". Unlike the good guys' finishers, Horobi's finishers show up in Kanji. 
    • "Strongk! Hercules Beetle's Ability!" Apparently, the ability of a Hercules beetle is to shoot out green energy beams. Absolutely love the actually decent English in this season's toys. 
    • We've got a bunch of additional named attacks, including the Flaming Kaban Dynamic (Flaming Tiger + Attache Calibur) and I think we've seen Power Punching Blast before?

Monday, 28 October 2019

Batwoman S01E01 Review: Protector of Gotham

Batwoman, Season 1, Episode 1: Pilot


https://static.tvtropes.org/pmwiki/pub/images/batwoman_9.jpgBatwoman is... it's a show that has garnered a lot of press even before it started. And as someone who blissfully ignored and wasn't even aware of the massive flame wars on youtube trailers and comic-book fan sites until five minutes before writing this review, I never really saw Batwoman as an attempt to shoehorn SJW-politics into superheroes, or gender-flipping Batman, or anything of that sort. In fact, watching through the first pilot episode of Batwoman, my reaction was more of "well, this is actually a pretty decent adaptation of the 52-era reboot of Batwoman!" And with Gotham over, it certainly does help to sort of fill in the Batman-TV-shaped hole in my heart.

The pilot episode for Batwoman is, surprisingly enough, an origin story for the character as she returns from her training all over the world back to Gotham City, in a time where Batman has mysteriously vanished for a couple of years. We learn a bunch about Kate Kane throughout the episode, and while her relationship to Bruce Wayne -- he's her cousin -- is brought up a couple of times throughout the episode, unlike Supergirl or Titans, Batwoman is allowed from the get-go to essentially tell her own story instead of being bogged down under the shadow of a bigger hero. There's a neat balance of having Kate Kane become the new defender of Gotham, while also at the same time she also treats the legacy that Bruce has left behind with respect.

The pilot episode essentially isn't super complex. Kate returns from training with strange mentors when her ex-girlfriend Sophie Moore is attacked and abducted during a ceremony in which the Bat-Signal was supposed to be shut down, in a crime perpetrated by a crazy woman calling herself Alice and quoting Lewis Carol's work. While originally training to find a spot in her father's crime-fighting organization the Crows, Kate ends up basically being pushed away by her father from any operation to find Sophie, in a combination of some father-doesn't-really-see-her-daughter-as-competent and Jacob Kane being pretty overprotective.

And the second act of the episode sort of... sets up Kate Kane's little investigation, as she initially goes on her own crusade, breaking into Wayne Industries and meeting nerdy ol' Luke Fox, meeting Alice herself and inexplicably being spared by her, and eventually discovering the Batcave after pressing a button placed underneath a display of Martha Wayne's pearl necklace. We also get to see Kate's backstor, where her mother and sister were presumed killed when Batman was going off to save a school bus, when Batman's bat-line failed to hold the car and caused it to plummet. It's an interesting dynamic of Kate respecting Bruce a lot but hating Batman, but very quickly comes to terms when she realizes the whole story... and ends up deciding to gang-press Luke Fox into helping her root out Alice and save Sophia. Donning a modified version of Batman's suit, Kate finally ends up fighting Alice and her men as Batwoman. Kate herself... has a neat personality? She's pretty low-key and subdued throughout much of the episode, being laser-focused at recovering her friend while also having enough of a sense of humour to do the odd sarcastic jab or two. Her personality is still sort of there, kinda-dour-but-not-gloomy.

A fair amount of the pilot's plot beats feel pretty expected. We get to see Kate Kane being a badass, we get to see the kooky sidekick, we get to see her backstory (including being kicked out of military school for being gay -- the LGBT part of the show is prominent without being too in-your-face about it) and we get to see her fight both outside of the suit and inside of it. As Batwoman, she eventually rescues Sophie and we get a cool sequence of her picking off Alice's men one by one before rescuing Sophie. Alice's plot is pretty standard fare for the psychotic Bat-villains of Gotham City, forcing Jacob Kane to either choose the life of his beloved subordinate (who's about to be thrown off a building), or do something about it and Alice will detonate the van full of bombs in the park. I'm not 100% sure what Alice's motivations are, but it's a pilot episode and I will settle for 'crazy Bat-villain'. (Also Sophie is married to a man at the end of the episode, but at this point I'm just 100% done in terms of love triangles in CW shows)

Of course, the enigmatic Alice's true identity quickly becomes apparent to the audience. Alice let off Kate Kane, and seems to know a lot about the 'daughter that her dad wants'. Plus, Luke Fox notes just how long Bruce had looked for Beth's body and never found it. Eventually, after a certain necklace's gemstone ends up (rather conveniently) appearing in the hilt of Alice's dagger, Kate suspects that Alice might be Beth... while the audience gets straight-up confirmation that, yes, crazy ol' Alice is Beth, who survived the fall and now plots to essentially take over Gotham City with her sister. A lot of this doesn't really fully make sense, but I'm willing to give it the benefit of the doubt since we're still in the pilot stage. I just appreciate that they didn't stretch out this revelation for like the entire season or whatever.

Ultimately... the pilot episode's a pretty uneven but interesting one. A lot of it, I feel, stems from the fact that the show doesn't seem to find a right balance on not treating the audience like idiots (like, y'all know what Gotham City's all about, right?) and also delivering massive expositions. There are also some parts of the pilot episode that felt a bit iffy -- Sophie being noted as "the daughter that Jacob Kane always wants" felt like a random detail out of nowhere. Ultimately, though, it's a neat show that feels like a pretty great Batwoman adaptation. It's not without its faults, but I did like what I saw.


DC Easter Eggs Corner:
  • We've talked about Batwoman's origins when she first debuted in the Arrowverse's Elseworlds crossover, so I won't repeat myself here. Again, her association as Bruce Wayne's cousin is original to CW, although the storyline of her returning to a Gotham City where Batman is MIA for a couple of years is taken from the 52 storyline, in which Batman and most of his sidekicks are missing after the events of Infinite Crisis. 52 is the first storyline in which the modern-day Batwoman debuted. 
  • Alice, a.k.a. Elizabeth Kane, is a major character from the Batwoman stories, and her origin story is relatively similar to how it's being approached here. She was Katherine Kane's twin sister, lost and presumably killed during her childhood, and eventually rising up as a member of an organization called the Religion of Crime. 
  • Kate's step-sister Mary Hamilton-Kane is based on Mary Elizabeth "Bette" Kane, a.k.a. Flamebird, from the comics. Traditionally Katherine's cousin, Bette Kane was originally introduced as the Golden Age Bat-Girl (a more comedic, clingy girlfriend type character more than a proper vigilante in a lot of her earlier stories), but was retconned out of existence during Crisis on Infinite Earths, in favour of making Barbara Gordon the only Batgirl. Bette Kane was re-introduced as the vigilante Flamebird (and later Hawkfire), originally starting off as a Teen Titans supporting character before becoming a Batwoman sidekick.
  • Jacob Kane and Catherine Hamilton are Katherine's father and stepmother in the comics. I don't think Catherine Hamilton ever does much, but Jacob Kane's role as a more military-minded father that has problems with his daughter is relatively faithful to the couple of Batwoman comics I've read. 
  • Luke Fox is presumably Lucas Fox (or sometimes Lucius Fox Jr), son of Batman's classic ally Lucius Fox, better known in New 52 era stories as the superhero Batwing. 
  • Crows Security takes its name from the Murder of Crows, a group of special operations soldiers who are friends with Jacob and trained Kate in the comics. 
  • Sophie Moore was Batwoman's first girlfriend in the rebooted comics, but was very much a one-note minor character. Here she gets a significantly expanded role. 
  • Vesper Fairchild, whose radio show is played a couple times in the episode, is one of Bruce Wayne's many, many love interests. In the comics, she is also a radio host, and was Bruce's love interest in the late 90's and early 00's, but perhaps the most famous arc about her was her death in the Bruce Wayne: Fugitive storyline, where Bruce Wayne was imprisoned for being suspected in murdering her, leading to Batman abandoning the Bruce Wayne persona. 
  • The "Welcome to Gotham" sign that was turned into "Hell comes to Gotham" with graffiti is a neat little homage to a very memorable defacing of a similar sign in the No Man's Land comics. At least that's what I remember it from, anyway. 
  • The Wayne Towers' Batcave is clearly based on Batwoman's HQ in the comics, being an octagonal room with a tree in the center.
  • The password to Wayne Industries' computers is apparently Alfred, a nod to the Waynes' faithful butler. 
  • Bruce Wayne's canon in-universe birthday in the comics is indeed February 19th. 
  • The movie in the park is, of course, The Mark of Zorro, the fateful movie that Bruce Wayne and his family watched as they went home that fateful night.

Saturday, 26 October 2019

Reviewing Magic: The Gathering #12 - Tempest



TMP logo.pngAfter the Weatherlight expansion acted as a bit of a prologue for this whole Weatherlight Saga and acted as an introduction and recruitment storyline for our bunch of heroes, the story starts proper in the Rath Block, starting off with the large expansion Tempest and continuing on with two smaller expansions, Stronghold and Exodus. Much of the storyline is told via the novel Rath and Storm, and it involves the crew of the Skyship Weatherlight going off to infiltrate the artificial plane of Rath, ruled by the despotic villain Volrath, in order to rescue their captain and to prevent some sort of large apocalypse.

And, again, we have a bunch of cards that sort of tell the story of the events of Tempest as Weatherlight's crew goes off buggering into the plane of Rath. This time around, I'm going to leave the story-related cards after the page break, while talking more about general monsters and flavour of the cards -- I was definitely a bit too wordy with Weatherlight, which I could stand to do because it's a smaller expansion block and it's the first storyline in the Weatherlight saga, but I don't think I'll necessarily be able to keep it up indefinitely for the entire rest of the series. So...
  • Click here for the previous part, Weatherlight.
  • Click here for the next part, Stronghold.
  • Click here for the index.
________________________________________

Commander Greven il-VecVhati il-Dal
I did complain that the previous expansion, Weatherlight, didn't have a great representation of the actual main characters in the story. Sure, the likes of Gerrard, Tahngarth and Mirri do show up on a lot of cards, just under half of the cards in the set in fact, but without paying close attention to the flavour text or accompanying fiction, it'd be hard-pressed to realize that these are meant to be characters and not just a random adventurer. And while the actual main characters aren't still represented as individual cards of their own (maybe they're saving it for the climax?), the arc-relevant characters do show up.

The main villain of this storyline is the evil mad scientist Volrath, who has created the artificial plane of doom and horrors called Rath, and is preparing to royally fuck over Dominaria. Or something. Volrath doesn't show up as a card himself (though he shows up in some cards' artwork), but two of his minions do. Commander Greven il-Vec is an evil bald man with some really mighty neck muscles and an evil spiky black armour, and he's essentially the arc villain that menaces the crew of the Weatherlight, commanding an evil skyship and apparently being forced and/or brainwashed to submission by Volrath. Not the most interesting design, I admit, but it's all right for a pretty basic villain.

Vhati il-Dal is also a villain, and the treacherous second-in-command of Greven. He's got some really intense dreadlocks going on there! He's Black/Green, so I guess he's got some nature-loving deal going on in addition to being evil? Not going to go too deep about their stories, that's going to be saved after the break.

Orim, Samite HealerStarke of Rath
And now we have two members of the Weatherlight crew. Orim, Samite Healer apparently has been in the background of the previous Weatherlight stories, but hasn't shown up in card art until now. She's... she's there. She's just a lady in a turban.

Starke of Rath is also just some dude with standard fantasy outfit and a knife, and he's basically the token evil teammate among the Weatherlight crew, having infiltrated their group while posing as a 'local guide' to Rath in the final recruitment arc throughout the story of the Weatherlight expansion. Again, he's kinda generic. It's all right to have some characters that are just-a-human, but... y'know, it gets boring after a while and I don't have much to say about either character.

Eladamri, Lord of LeavesOracle en-Vec
We get a couple of local characters, too, with Eladamri, Lord of Leaves, being the leader of the elven resistance who's living in the forests of Rath. He's sure an elf dude in armour!

The Oracle en-Vec isn't a legendary card, but is technically a character, as far as I can tell. He's the leader of a human tribe who assists our heroes. He's... he's sure a prophet-looking dude! By the way, the difference between the Rath-native characters with "en" and "il" basically boils down to the en-Vecs or whatever being good guys, and the il-Vecs and il-Dals being loyal to Volrath.

Selenia, Dark AngelSoltari Foot Soldier
And we have Selenia, Dark Angel, who's both Black and White, and her story's a bit more interesting. Design-wise she's just an angel lady with black wings, but she's actually a fallen angel! She used to be a Serra Angel who was transformed into a darker creature by the Phyrexians, and she became the jailer of Crovax, one of the Weatherlight crew... and Crovax fell in love with Selenia because of Stockholm's Syndrome, I guess. Throughout the events of the Weatherlight expansion, Crovax attempted to 'rescue' Selenia by stealing the artifact that controlled her, and even destroyed the artifact after the rest of his family was killed by Morinfen and Gallowbraid, but Selenia's still callous and unable of feeling love, leaving Crovax behind... until they meet again in this expansion, where she's straight-up returned to being a Phyrexian minion. She doesn't do much in this expansion other than cause Crovax to angst, but she does have a neat little mini-story.

One thing that Tempest does well, and I argue this is something that they've been slowly building up towards, is to give each Plane a couple of unique creatures or cultures. They did do this a bit with Fallen Empires with their Thrulls and Thallids and Homarids, but in Tempest, I think we reach a particularly neat way of world-building, and as thus, I'm going to go through the various new races and groups first before we go into the more standalone monsters.

Look at Soltari Foot Soldier here! One of the many races in the plane of Rath are the Soltari, a race of spirit-like beings that are trapped in Rath's shadows. When Volrath created Rath, three factions were trapped in a maelstrom of energy during the plane-shifting, and they all ended up being trapped in a shadowy dimension called "The Shadows", trapped in this in-between plane, unable to truly interact with either Dominaria or Rath. They all have the keyword "Shadow", representing how they can only interact with others in their own shadowy dimension. They can't be hurt by physical creatures, but they can't hurt them either.

Soltari TrooperSoltari Monk
All the Soltari are able to maintain their mental states due to their religion offering them peace and solidarity, which is why they're all still relatively sane. And also, they're all White-mana creatures, and, hooray, we're getting cool White creatures at last! While the Soltari Foot-Soldier up there just looks like a regular chalk-skinned humanoid with a lumpy head, Soltari Trooper's completely fucked-up flesh-blob body shows that these Soltari dudes have really been transformed by their planeshifting. Or were they already bizarrely malformed in the first place? Whatever the case, man, look at this dude's intensely bent spine, the horrifying way those arms are connected to the torso, that random protrusion on his back... and yet he's not a monster, he's just a regular trooper of a race of warrior-priests.

Sadly, the contorted body-shape seems to be the exception rather than the norm, because the Soltari Monk, even though he has a head that looks like it belongs to a Star Wars alien, is just a regular dude with a robe. Or is he? You never know what's under those robes...

Soltari CrusaderSoltari Lancer
Soltari Crusader has a more mundane body shape than the Trooper, but what is that thing he's riding? Is it some sort of bizarre rhinoceros-like beast made out of swirling masses of cloth? It's an interesting mount. Or is it even a separate creature at all? We know so little about the Soltari physiology that I wouldn't be surprised if it's part of the Crusader's anatomy. Also, their flavour text detail that the Soltari are at war with another race, the Dauthi.

Soltari Lancer is another trooper, and while he's also a mounted knight-man, where the Crusader looks more like it's smooth and flowing, the Lancer's art shows his weird spirit-flesh of being more bubbly and sinewy. I do like that Magic: The Gathering is finally starting to branch out and create a bunch of new races, instead of relying solely on White creatures being the same old human paladins and clerics and monks all the time. The Soltari aren't super creative, but I do really like that we're at least trying to branch out among the design of White creatures.

Dauthi GhoulDauthi Horror
And here we have the Dauthi, the enemies of the Soltari. We're not sure if they looked exactly like this prior to their plane-shift, but now they're a bunch of insane-looking monsters -- all of them would receive the "Dauthi" tag retroactively. Dauthi Ghoul is perhaps the most mundane of these creatures, just being an angry shadowy creature with a massive, fanged face. It's a cool shadowy ghoul for sure, but at this point in Magic's history we've got a fair amount of shadowy demon-men with long claws and sharp teeth. Considering all of these "Shadow" creatures are meant to exist in a creepy shadowy dimension just adjacent of ours, though, the fact that the evil ones basically look nightmarish does work thematically.

Duathi Horror, meanwhile, looks distinctively more corporeal, and I have no idea what the fuck's going on with that face. It's almost trumpet-like, ending with a maw full of teeth, and that chest has bizarre muscle anatomy. It's still humanoid and straddles the line on being goofy and threatening. I like it. It's weird.

Dauthi MercenaryDauthi Mindripper
Duathi Mercenary, meanwhile, is a knight mounted on a beast, and what the fuck is going on here? I'm not sure what's going on, but it definitely does look like the sort of enemy from a 90's extreme-violence game. The Mercenary's armour (or body) is made almost entirely of spikes, and so is the beast's head, which is some sort of unholy fusion between a ram, an iron plate and three dozen knives. I like this thing. It's so over-the-top.

And finally we end at my favourite Dauthi, the only non-humanoid one, the Dauthi Mindripper. What is this thing? We don't really know what it is other than the fact that it's a "Dauthi" and a  "minion", and we don't have any flavour text to go off on. How big is it? Is it like a tiny parasite, or a dog-sized beast, or a giant monster? How does that anatomy work, with a pair of frog-like legs that end in massive claws, and two fangs that look like some hideous animal skull with sharp teeth, with creepy, sinewy flesh wrapped around it? The Mindripper honestly looks so fucking weird. I love this thing, and it gets my vote for the most "what the hell" creature design of this set.

Thalakos DreamsowerThalakos Mistfolk
The Soltari are peaceful and organized, the Dauthi are chaotic evil monsters, and we have a third faction that's blasted into the shadow realm, the Thalakos. Who are just driven insane by the jump to the shadow realm. And they... they look kinda-sorta weird? The Thalakos Dreamsower has my favourite artwork among the Thalakos, showing off this massive humanoid figure trapping another person under his hand and just looking lazily at them. There's random spines and spikes and veins, and parts of his cheek skin being pulled away like silly putty, but the title "Dreamsower" makes it ambiguous if this is just the appearance that the creature takes in dreams, or if it's literally just a giant,dude with weird veins and goopy skin.

Thalakos Mistfolk, meanwhile, is just a bunch of dudes with apparently skull-faces that, judging by their name, moves around in the mist. That one on the bottom right seems to even have two faces under the hood! Not as interesting as the Dreamsower, but definitely does look pretty weird.

Thalakos SentryThalakos Seer
Thalakos Sentry would look humanoid if not for the weird head, that just juts forwards like some bizarre turtle-man. Look a bit closer into the artwork and you realize that the hand isn't quite bent the same way like a human's, and his legs taper off into tendrils. Yeah, these creatures are apparently made out of the mists and shadows, and I do like that there's not a shred of uniformity among the Thalakos designs in this set.

Thalakos Seer, meanwhile, is just so fucked up. Her body is vaguely humanoid, but look at the ends of her legrs and arms, which just fray apart into wibbly-wobbly string nonsense that join with other strings, look at that frayed arm exposing musculature, and especially her head, which just looks so bizarrely torn apart to shreds. Like, the Soltari and the Thalakos have some sort of weird "cloth being pulled into ribbons" aesthetic going on among them. It's not going to last, especially in subsequent expansions, but I really do enjoy their attempt at portraying this race of mysterious beings that got ripped apart by dimensional magic and now live in this mutated, twisted state between dimensions.

Mindwhip SliverClot Sliver
And here we are with the Slivers, a cycle of monsters that span all five colours. Each colour gets two Sliver sub-types, and they're apparently this hideous abomination native to the plane of Rath... and they're a pretty cool creature! Drawing somewhat from Alien, the Slivers have such a bizarre anatomy. They have a swept-back Alien-esque head, no eyes, a beak, a somewhat humanoid-like chest, a single mantis-like talon that juts out of one side of the chest, and two long whip-like tails that it slithers around (or floats around) on. Like, it's one of those monster designs that doesn't quite correspond to anything in nature and looks so unnatural, but you kinda believe that this is a combination of features that would function in a way, yeah? Visually, each Sliver is slightly mutated thanks to either the general nature of the species (is some Alien-esque or Chimera-Ant-esque biology going on here?) or Volrath's experiments. Gameplay wise, each Sliver basically buffs all the other Slivers on the board, basically being one of the more synergistic tribal-buffing archetype in early Magic. The unique thing is that all Slivers on board get this ability, not just yours, and the flavour, I think, is the presence of, say, a Mindwhip Sliver in the battlefield means that all of the Slivers gain the 'mind-whip' ability based on their unique biology. Sharing is caring!

Anyway, we're going to cover all the Slivers here, because I love them. We'll start off with Black's Mindwhip Sliver, which is a neat design to start off with because it doesn't deviate too much from the standard Sliver body-shape. It has some neat little "white flesh with red blood-marks" texture going on, looking like something from a 2000's horror game, and a bunch of extra spikes on its back and head, but ultimately, the Mindwhip Sliver is a neat, simple design to illustrate what the Slivers look like.

The Clot Sliver, meanwhile, looks particularly hideous. One of the few Slivers to have eyes, or at least eye-like growths, the Clot Sliver's tapering Xenomorph skull splits into four almost metallic-like prongs, exposing the gooey pink brain inside. Its beak looks almost like one of those hadrosaurs, and the combination of its slobber and the blood on its talons really sell the Clot Sliver as a hideously dangerous beast. Each Sliver has an ever-so-slightly different design from the others, keeping the same basic anatomy but adding or substracting enough to make them really feel cohesive in a way that the Dauthi or Thalakos don't necessarily do. It's neat!

Winged SliverMnemonic Sliver
We're just going by colour order, and next up is the swarm of Winged Sliver, which really do feel pretty Pterosaur-like. They have a bunch of leathery, silver wings that also apparently extend as a web between their two tails, and their swept-back head has been covered with a metallic, sharp Pterosaur-esque armour piece. It's a cool design, even if it does admittedly make the Sliver a bit more mundane looking since now they just look like mutated birds. The Winged Sliver basically allows all Slivers on the battlefield to gain flying, so they spontaneously sprout wings as long as the Winged Sliver is alive or something? Flying's a very Blue ability to have, so it's definitely neat.

Mnemonic Sliver is a neat little close-up view of the Sliver's head, and since Blue's the colour of intelligence and general mind-manipulating powers, this Sliver has a massive, creepy exposed brain with loads and loads of veins between the gyri and sulci of the brain. I'm not sure if it's just the art perspective, or if this Mnemonic Sliver just has a particularly large chunk of brain that bulges out off the side of the normally sleek and slender Sliver skull. It also kind of gives the image of some sort of fucked-up set of eye sockets, too. Pretty wacky!

Horned SliverMuscle Sliver
Horned Sliver is another Sliver that's basically a more basic-looking one, although this one looks decidedly more like a malnourished animal as opposed to the grodier Black-mana Slivers. The Horned Sliver's skull splits into two horns, and he's got a bunch of horns running down its spine, and I do like the nasty-looking sinews and muscles that run down this thing's neck. Not the most exciting one, but another one that kinda looks 'basic' enough to kind of showcase the classic look of what Slivers are meant to look like.

Because without a baseline point to know what Slivers look like, you probably won't appreciate the more drastic-looking ones, like the Muscle Sliver, which is apparently one of the most ubiquitous Slivers in the actual metagame, because of the simple ability of the muscle Sliver causing all of your other Slivers to basically go Bane and be buff and get +1/+1. Its got a face that wouldn't look out of place in an Alien movie, and it's swapped out its mantis claw for two massive dinosaur/dragon-like talons. While a drastic departure from the sleeker Sliver designs, it does look pretty monstrous, and if nothing else, does fit with the name of a "muscle" sliver. Not sure if I like this, honestly, but it sure does look different!

Barbed SliverHeart Sliver
The Barbed Sliver's anatomy sort of confuses me, because this thing looks a bit more like a weird octopus with a giant head and a bunch of tentacles, until I realized that the Sliver is facing towards you, the lower limb is the Sliver's chest-arm, and those two whips are the tails pointing away from you. This one honestly kind of feels like it would've fit with Green a bit better, since it has that whole 'bramble' vibe going along with it? Hell, even the flavour text notes that the Barbed Sliver can create giant deadly hedges out of its Sliver buddies! Like the Horned Sliver, this one has a pretty cool dual-horned head, looking like a sinister robot antelope or something.

The Heart Sliver looks super-duper metal, and while the Muscle Sliver has the Alien Xenomorph's grinning fanged face, the Heart Sliver has the Xenomorph's weird organic-looking-but-also-metallic-looking skin. This thing's head just looks so bizarrely cluttered, and while I'm not sure why this thing is specifically called the 'heart' Sliver, it's a pretty nasty-looking design. Also, worth noting is that both the Heart and Clot Sliver show that these creatures apparently hang and perch on stalactites like some twisted bat, except they live in a specific area in Rath that overlooks a lava pool.

Armor SliverTalon Sliver
And we reach White, with the Armor Sliver, which has the classic Sliver body design (albeit drawn in the artist's unique style), and doesn't feel super-armoured until I realize that the bizarre outgrowth from its spine that also jut out to become some sort of bizarre external ribs might probably be what the armour is meant to be. Apparently even the in-universe characters are confused how this armour works, although I guess weird bony protrusions is a neat enough handwave to show how the Slivers are able to spontaneously gain +1 Health.

Talon Sliver has a pretty neat colouration, and I think the intention is to show that it's glowing red due to some sort of red glowing energy from its chest. It's got a neat segmented head that looks like a bird's plumage, and the rest of its body looks delightfully metallic. It doesn't really have a whole lot of anything special on its talon, though, which, in fact, actually looks shorter than most of the Slivers in this expansion. Did they swap Talon and Heart Sliver's names? Like, Talon Sliver has a glowing chest while Heart Sliver's head looks like a particularly nasty, large talon.

Metallic SliverLeeching Licid
And we have Metallic Sliver, an artificial creature that is apparently created by Volrath in order to influence the Sliver hive. So I guess Volrath didn't actually create the Slivers, but is manipulating them through his artificial creations? There's nothing super special about this thing, it has the basic Sliver anatomy and doesn't even look artificial, but I guess that's the point -- it's meant to look generic and part of the hive, in order to fool the Slivers into accepting it.

Another creature type introduced here is the Licid, and the Licid are a bunch of parasitic creatures that enhances a creature, but at the price of dealing some kind of drawback to its controller. It basically looks like a weird combination of octopus, slug and insect, and we don't really get a whole lot of lore other than the fact that some people in Rath use them as basically steroids. Leeching Licid here seems to actually just straight-up go Facehugger on that poor dude, though.

Stinging LicidEnraging LicidNurturing LicidQuickening Licid
We have a cycle of Licids, and it's interesting how the Stinging Licid and the Enraging Licid seem to be taking over uncooperative hosts, while the tiger-man in Nurturing Licid and the elf in Quickening Licid seem to be a lot less disturbed at attaching a weird slug-octopus parasite to their body. I do love my parasitic monsters, but there isn't a whole ton to talk about here. The Licids are cool conceptually, and I do like how they function mechanically, but visually they're all a bit samey and we don't have any lore or flavour text to talk about.

Servant of VolrathPit Imp
And now we have the 'notable creatures', where these are all kinda random creatures that aren't affiliated with any of the groups above. Rath is a murder-plane of doom, so there's a whole load of spooky creepy monsters in it! Like Servant of Volrath. Volrath is big on experimentation. And while he does his fair share of making demons, undead and Phyrexian cyborg-undead nightmares, sometimes this results in something like the Servant of Volrath, which is a fucked-up Frankensteined monster of random creatures. Four arms, two of which come from a giant crab and an octopus; an oversized ogre-demon head; furry legs; spiky back shell.... yeah, this is a pretty horrifying amalgamation. It's also hilarious and charming enough to not be 100% terrifying, but maybe that's part of Volrath's sinister plan, to make you drop your guard while this thing murders you with its crab claws and the tiny little shiv.

Pit Imp would've been a boring little devil imp-person if not for that amazingly hilarious face. Eyes on top and on the bottom of the imp's grinning mouth? A mirrored head that juts down from the chin? That's some gloriously weird anatomy, and this definitely makes this cheeky little imp particularly neat!

CarrionetteKezzerdrix
Carrionette is a glorious pun. It's apparently a bunch of weird shadowy hair or worms or tendrils reanimating a skeleton (or part of a skeleton) with a gigantic knife attached to one hand. Or is it a skeleton exuding the hair-like structure? Either way, the Carrionette is actually a monster encountered by the Weatherlight crew in their journey to get to Volrath, and it's certainly a weird skeleton monster! I like him.

Kezzerdrix is a horrifying creature and I do not like it. It's a hdieous bunny-man with the most disturbing-looking photorealistic animal skull face, some really hideous looking muscles, the most sinister grin, and honestly, looking like a naked muscle man with bunny features and the most deranged face just adds so much unsettling implications to this. What the fuck, the more I look at this thing, the more disturbed I am.

SouldrinkerCoffin Queen
What is Souldrinker? "Spirit" is sort of an ambiguous tribal term thta you can slap onto anything vaguely ghostly, and this particular spirit is a giant tumorous blob with a bunch of weird human-like limbs, as well as some that are a cross between a limb and a tentacle. It's totally choking the shit out of this random Viking man, while presumably drinking his soul with... with that weird proboscis-like structure that's stuck down the dude's neck. Is the Viking dude expressionless because he doesn't haev a soul with which to feel? I'm not sure how these thing really works, just that I am disturbed by what's going on in this picture. The background of the image shows what appears to be the Souldrinker's "default" state, which is some War of the Worlds tripod machine thing. Pretty creepy!

Coffin Queen's pretty neat! I do like her weird four arms, the way she's doing a weird variation of the Michael Jackson Moonwalk with how her legs and spine are posed, and I do like the artwork of the blood moon behind her and the army of skeletons rising up from the grave. I dunno. THis is a pretty cool sorceress lady.

Bellowing FiendBlood Pet
Oh man, Bellowing Fiend looks fucked up. Sure, he's got a regular old demon body with muscles and spikes and bat wings and all, but between the mismatched ram horns and that completely fucked-up demon face that's a mass of screaming toothy maws and haphazard eyes, man, apparently this thing just yells a lot so much that it deals damage to both you and your opponent due to its indiscriminate bellowing. I guess "Spirit" is just what they're replacing "Demon" and "Devil" with? Like, this thing is obviously a 'demon', right?

Blood Pet is the surprise return of the Thrulls, those poor race of malformed creatures made to be sacrificed by a crazy cult in Fallen Empires, and one of my favourite M:TG original races. Volrath apparently has his own Thrulls, and one of it is this pathetic-looking creature called a blood pet, which looks like something out of The Night Before Christmas, with a lumpy rat-like body, a very sad-looking eyeball, and stitches all over. It's a bit of a departure from the other Thrulls from Fallen Empires, which tended to look less ratty, but it's a welcome return of an old creature type, and on such an adorably sad little creature. It's like this thing knows it exists just to be sacrificed for mana advantage!

Spinal GraftBenthic Behemoth
Volrath really loves his experiments, and this includes Spinal Graft, which looks so goddamn uncomfortable. His patient-victim is strapped onto this bizarre operating bed with metal octopus tentacles while a metallic spine is surgically implanted by Volrath... who wears some sort of fucking bizarre monocle contraption. What happens to the original spine? What use is a metal spine (as opposed to, say, metallic sword arms or jetpack boots or laser eyes or whatever, if you're making a cyborg) in a primarily magic-based fantasy world? Volrath's craaaazy.

We're going into Blue, and I include Benthic Behemoth here just because I really like the artwork for this giant reptile-whale beast. It's also a serpent, meaning that we're just looking at the head of a far, far larger eel-like creature, which is pretty cool looking!

Rootwater DiverRootwater Hunter
And here we have the Rootwater merfolk, and the merfolk of Rath don't look like extras from The Little Mermaid or even fishmen from Aquaman comics. Rather, look at just how gloriously spooky the Rootwater Diver is! A face like a predatory deep-sea fish; long, tapering claws with webs; spiky fins down the tail, tendrils running down his face... The Rootwater merfolk are apparently warped when the plane of Rath was created, but man, they look cool and also pretty damn horrifying! Honestly, they look like they should audition for a more badass adaptation of Lovecraft's Deep Ones.

Rootwater Hunter is a lot less creepy, but I absolutely love those glowing dead eyes, as well as the massive, beautiful fins attached to a skinny body that make it look like the merfolk equivalent of a leafy sea-dragon. Which is pretty damn cool looking, and I argue moreso than the monstrous Diver.

Rootwater MatriarchManta Riders
Rootwater Matriarch takes a different approach, with her face seemingly not even having mouth but instead made up of a mass of dots, while her head and arms are covered with coral protrusions. The rest of her body look eel-like but nowhere as mutated as the first two Rootwater merfolk, other than her massive, long-webbed hands. Pretty cool variation that still manages to look more monstrous and unnaturally animal-like, while also not looking as spooky as the Rootwater Diver.

And also the Rootwater folk ride manta rays, becoming the Manta Riders. These riders look far more mundane, though, and nowhere as monstrous as the other Rootwaters. The idea of merpeople riding giant fishes is rad as hell, though, and I'm not complaining too much. This is neat.

MawcorFylamarid
What the FUCK is the Mawcor? It's a big-ass creature that's like almost entirely a gigantic maw attached to a pair of bat wings, and said maw looks more like a fucked-up set of tongs. I'm not even sure how the anatomy works. He appears to just go straight from being a giant maw to a tail, so where do all the food it digests go to? Apparently, it's also able to unleash blasts of winds. How does this creature survive in the wild? Or does it even do so? It's so weird, I love it.

Flyamarid is just a gigantic flying yellow squid. It's a flying yellow squid that's also a giant, shooting ink sprays that make other creatures into Blue creatures, and apparently, by virtue of being a giant yellow flying squid, it cannot be blocked by Blue creatures. I'm not sure what the fuck is going on, and why Blue creatures can't block the Flyamarid, but its name is glorious, and it's a giant flying yellow squid. What's there to question?

Escaped ShapeshifterUnstable Shapeshifter
We've got two shapeshifters, and I love how the Escaped Shapeshifter is just trying to mimic these weird two-legged kangaroo-armadillo reptile creatures drinking from the lake. Like, it's trying so hard to mimic the general shape, but gets the details wrong and the colours wrong! Poor dude, he's trying his best, okay?

Unstable Shapeshifter is a creature that the crew fights in the journey, and apparently this particular creature will reflexively transform into any creature in play, continually moving in a flux and becoming copies of whatever creature you or your opponent most recently summons into the battlefield. The artwork isn't the most clear due to how the creature's transforming in the backrground, but it's changing from what appears to be a red frog into Mirri, the cat-lady from the Weatherlight crew, with the entire head of a human-sized cat-person morphing out of the body of a tiny frog.

KrakilinCrazed Armodon
I have no fucking idea what's going on with the Krakilin. It's a beast that is apparently "brutal, fetal and lacking truth", and it's just... it's just this mass of screaming faces, some of which are attached to snake-necks. The more I look at this thing, the more confused I am. And I'm even more confused that this is a Green-mana monster, so it's meant to be natural... but what in god's earth looks even remotely like that?

Crazed Armodon is one of the three "Armodon" cards in this set, but I'm using one to represent them. Armodons are apparently this bizarre species of elephants with mottled, armoured skin, and a fuck-ton of extra spiky growths and an extra pair of tusks. They're like, extreme elephants, and they're apparently used by the Rath elves as mounts, Lord of the Rings style.

Canopy SpiderSkyshroud Troll
Canopy Spider is a critter that I sort of debated back and forth on including in the 'notable monsters' list, but hey, I like spiders, and this is a spider that hangs out and decorates her massive web with human skulls. That's pretty neat.

Skyshroud Troll, meanwhile, is... it's an interesting troll. On the top of my head I'm not sure what, exactly, this creature design reminds me of, but between that dumb-but-angry lizard face, the turtle shell, the massive lower arms with sausage fingers, the Skyshroud Troll definitely looks pretty interestingly weird, and a neat little variant from M:TG's trolls, which tend to just be ugly humans.

Verdant ForceRootbreaker Wurm
Verdant Force is an Elemental, and... and hoo boy, what a weird looking elemental he is, and I mean that as a compliment! He's not just a boring old tree-man or a Swamp Thing ripoff, but this is just this gangly humanoid figure covered with vines, random thorns, and the most "hurr durr get out of my swamp" face. He's like the Lorax, if the Lorax was that grumpy, unkempt old man living down your street instead of a happy mustachioed buddy.

Rootbreaker Wurm is actually a massive wurm that Gerrard ends up fighting through the course of this expansion's story, and apparently it eats those Rootwater merfolk! Wurms tend to just be giant worms with reptilian heads, but the Rootbreaker Wurm has a particularly gristy-looking one, with the creepy exposed gum-and-teeth thing going on and honestly, kinda looking like something out of Alien.

Heartwood TreefolkScragnoth
Heartwood Treefolk is pretty... interesting. The Treefolk in M:TG tended to be giant trees with faces, basically a more whimsical adaptation of the Ents from Tolkien's work, but the Heartwood Treefolk is apparently a teeny-tiny tree person with gangly root-limbs and a lump of wood that very vaguely resembles a face with little dot-eyes, and it clambers up and down other trees. I like this thing! It's adorable.

I'm not 100% sure what the Scragnoth is, but it's apparently some sort of... lizard creature with the most knotted, multi-joined creepy arms ever, and its head and shoulders are just this mass of colouration and spikes. It's apparently a creature that possesses "counter-intelligence", and this means it has complete protection from Blue spells. What is this thing? Is it a natural beast of some sorts native to Rath that's somehow anti-smart? Is it an intelligence-feeder? What does the rest of the Scragnoth look like? What a bizarre-ass creature.

Spike DroneFrog Tongue
Spike Drone is a "Spike", a sort of a weird slug-like creature sort of introduced here, and what a weird-ass creature it is! It's got a slug body, but it's got these little weird pods that apparently shoot out little versions of itself out like cannons. but most weird is its face, which look like it should belong on some sort of weird mutant spider or solifugid, with rows of beady eyes and two massive fleshy fang-like protrusions. And it just launches its little babies out to buff up its ally creatures, which is just such a weird thing to do to your young. We're going to see more Spikes in the future, which is neat!

And here's an interesting Green enchantment, the Frog Tongue, where your minion apparently grows a frog-like tongue, with which they can capture and draw in weird little bug-fairy people. What is that bug-fairy man, by the way? All of the fairies we've seen in M:TG so far has been the same old humanoid ones, and I'm not saying that those are bad or anything, but there's so little variety! I guess Phil McFrogface here ate all the cooler bug fairies.

Mogg SquadMogg Raider
The Moggs are our resident goblin tribe for this one, and instead of being super-duper comedic, as Mogg Squad shows, these are far, far more gross, bloodthirsty and creepy. More Goblin Slayer and less World of Warcraft. Pretty nasty looking creatures, whether it's the crowd of Mogg Goblins, or the singular Mogg Raider jumping out towards the enemy. The Mogg Raider's flavour text and effect is interesting -- apparently the Moggs are very bloodthirsty goblins, and they get invigorated by the evisceration of one of their own, which is why when you sacrifice (i.e. kill) any goblin under your control, the Mogg Raider gets a bonus buff. Psychopaths!

Mogg FanaticShocker
And Mogg Fanatic is just a straight-up suicide bomber. You sacrifice him as he just jumps out of a skyship to deal damage to your enemy at the cost of its own life. Poor man!

The Shocker is a giantspider-like beast that lives in lava caves, and is actually an enemy that's specifically faced by our heroes in the story, which is pretty awesome for what would've been kind of an unremarkable creature in a set with so many monster factions already. It's got a fun design, with its base form being a spider, but also having weird little scorpion pincer-arms, as well as two wasp-like stingers jutting out of its bum. One of which apparently glows with electricity, which is why this thing is called a Shocker. Either way, it's definitely an alien-looking arthropod, and even its effect is weird. A simple 1/1 bug, but when it damages a player, they have to discard their hand and draw a new one. That's a weird ability all right!

Lightning ElementalFlowstone Giant
Lightning Elemental is an interesting one. Again, I really love how the elementals in M:TG isn't just weird half-humanoid genies, and this one is quite literally a mass of lightning bolts vaguely sprouting out of a cloud that also has a humanoid face etched onto it. It just looks so weirdly interpretative. I like it.

It's not super important in this particular block, but Flowstone's going to be something that's relevant in subsequent installments of the Rath block, because it's a powerful, malleable substance used by Volrath and his Phyrexian allies to keep increasing the mass of Rath and maintaining the artificial plane. But in addition to that, it can be used to make Flowstone Giant, which is a creepy clay-rock giant with an angry face. I like this one.

Flowstone SalamanderFlowstone Wyvern
More Flowstone creatures! Flowstone Salamander is just a lizard made out of the flowstone, but I do like just how its rear body is melding into the rock around it, and I like how despite having eyes, it's clear that this rock creature doesn't really see.

Flowstone Wyvern isn't the only drake (or dragon) in this set, but it's got a pretty neat artwork and it ties to the whole Flowstone gimmick, which I guess is Red mana's "tribe" since they don't have any Shadow-related tribal mechanics or whatever. The Flowstone cards don't exactly have a keyword attached to them, but we get to see a bunch more of them across the block, and some of them have a +X/-X ability, presumably representing them shifting into a more powerful but more fragile form. Not the salamander, though, it knows it looks great and isn't going to change!

PallimudGoblin Bombardment
What is a Pallimud? I don't even know what's going on. It's a huge purple thing seemingly with multiple legs, and a weird kaiju-like face? And it's living in a caldera? I'm not sure what's going on here, other than it's vaguely reptilian, and apparently the Vec people are super afraid of it. Kinda wished we see more of this beast's anatomy, honestly, but I do like the idea of prehistoric Kaiju-like monsters in general, and being able to only see part of an immense monster is pretty neat.

Goblin Bombardment shows that the creative team are still having some fun with the goblins at least, because despite being more serious, the goblins of Rath still don't know how the fuck to use a giant ballista, because they still apparently launch their own in order to operate it. "One mogg to steer the rock", apparently, which... I mean, sure, why not, silly goblins? Interestingly, you don't have to necessarily sacrifice a goblin for this to work, you can sacrifice, say, a Pallimud, or a dragon, or a golem, or an orc... but the damage is still 1 damage, whatever you launch on your goblin siege engine. Silly goblins.

AuratogMaster Decoy
We don't have a lot of interesting White creatures to talk about, as usual, but Auratog is our Atog of the expansion, and this one is a skinny goblin with a grinning face! Other Atogs tend to look more like frog-men or lizard-men, but the Auratog probably is the one who has the most human-like body shape. It eats auras, which in this case means enchantments.

Master Decoy is just here because I really love the look on this dude's face. He's got like four white flags on his back, he's got a fancy looking coat, and he's riding on a zebra unicorn. And he is apparently distracting an entire army running through random purple grass! I just really, really like this artwork. Phil Foglio is one of my favourite Magic: The Gathering artists, thanks to just how zany his artwork are, and I'm sad that his artwork tends to be phased out in a lot of the later sets. I think the Tempest block is the last one we ever get to see his artwork. Boo!

HumilityTelethopter
Speaking of Phil Foglio, look at the card artwork for Humility! I'm genuinely not 100% sure what's going on, but I think the robed skeleton dude and the dargon goober are like, performing in an alleyway, like they are street magicians? I love this art piece a lot. It's just so random.

Artifact creatures now! The Telethopter is one of our first Thopters (basically steampunk helicopters), and this one looks like it's some crazy-ass post-apocalyptic Mad Max vehicle with a giant kite stapled on top of it. I love it. Apparently, the goddamn Moggs pilot the Telethopters, and as goblins are wont to do, they cause a lot of accidents. Silly Moggs!

Bottle GnomesPatchwork Gnomes
Patchwork Gnomes and Bottle Gnomes are neat-looking! I really do love how M:TG's gnomes are basically a huge, huge pun on garden gnomes, making a fun little running joke. I like that the Patchwork Gnomes are apparently tiny little helpers, and I absolutely love the one in the foreground with just a single huge wheel. Bottle Gnomes apparently are just portable 1/3 creatures that fight for you, but can be cracked open and drank like a potion in a pinch. It's certainly an interesting artifact creature, for sure, basically making a potion bottle come to life!

Phyrexian SplicerPhyrexian Hulk
A bunch more Phyrexian war-machines! Volrath is allied with Phyrexia, technically, so of course he's going to have a couple of Phyrexian minions! Like the Phyrexian Splicer, which is a combination of a torture machine and psychotic robot surgeon. This one looks like it's stitching together some sort of Frankenstein monster, and the imagery of the giant nail and that one prominent robotic arm puling the strings taut is just pretty spooky.

Phyrexian Hulk is a simple, giant hulking monster, with massive shoulders, a tiny head, a dome-like structure above the head, and a hunched-over 'spine'. For something that doesn't seem like it has any real anatomy, I do like that the artwork really do manage to imply a hulking brute without having a strictly humanoid form.

Phyrexian GrimoireEnergizer
Phyrexian Grimoire is another Phyrexian-related artifact, and I really do like that this basically combined the concept of a vile book of unholy secrets like the Necronomicon or something, but instead of regular eyeballs and Cthulhu tentacles, it's metallic robot eyeballs and wires. It's not the most consistent aesthetic, but I do like it when we have the techno-organic aesthetic being played up.

Energizer looks just so tormented, with that disproportionately large metallic face. He kinda looks like a half-transformed Transformer, in pain because he's not quite robot or vehicle, and he's just running around with his wheely lower body and his upper body that's approximately 60% pointy ends. I actually like this thing. It just looks so cobbled-together but also deadly at the same time.

DracoplasmSquee's Toy
Dracoplasm is a pretty interesting creature! It's a blue/red dual-coloured card, and it's apparently a shapeshifter... but a shapeshifter that seemingly exclusively only takes the forms of dragons. And it basically consumes your creatures and gains power and toughness depending on the creatures you sacrifice. It's also got a pretty dang cool artwork.

You gotta love goblins. Squee's Toy is an artifact, and I don't even know what that is. It's a weird porcelain figure of some sort of bizarre mutant cat? Squee loves it, and apparently it's the goblin equivalent of a comfort blanket. I'm not sure if the toy is going to be surprisingly important in the plot in some way or another. I kinda have the feeling that it's one of those innocuous joke objects that turn out to be part of the plot or something, y'know?