Saturday, 14 June 2025

Reviewing Magic: The Gathering #9 - Alliances


Welcome to the next part of my coverage of Magic: The Gathering. This time, we're covering 'Alliances', which is the sequel set to the 'Ice Age' set. Alliances is the conclusion to the story that Ice Age has set up -- with the intervention of the mighty nature planeswalker Freyalise, the climate change is reversed and the ice age itself is starting to melt. However, the evil necromancer Lim-Dûl still has his designs on Dominaria, forcing the rest of the forces to band up in the titular 'alliances' to stand against him. And while all of this is going on, the rest of Dominaria have to adapt to these god-like planeswalkers casting World-level Enchantments, dealing with a global heating this time instead of cooling.  

Mechanics-wise, Alliances would follow the theme of 'smaller' blocks expanding upon the major mechanics introduced in its bigger block, so we've got a bunch of tie-ins to Ice Age like snow lands and more cumulative upkeep. Alliances does introduce cards that have an alternate cost to casting it -- exiling cards instead of mana.

It's also worth noting that the structure of the three sets that make up the Ice Age block is a little inconsistent, with Homelands, the second set, being completely independent from Ice Age and Alliances. Much, much later, MTG would release a set called 'Coldsnap' to kind of 'replace' Homelands, which I've always thought wasa bit of a weird move. But we won't reach Coldsnap for a while. 
  • Click here for the previous part, Homelands
  • Click here for the next part, Mirage.
  • Click here for the index.
[Originally released as 'Homelands' in August 2019; rewritten in April 2025]
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Lim-Dûl's High GuardBalduvian Dead
We'll start off with Lim-Dûl's High Guard. He could have been a generic skeleton, but I like how weird he is! In addition to his weird, asymmetrical helmet, he's got two arms sprouting out of his left shoulder, and a chain attached to his right shoulder. Very skinny bones, too! I can totally believe that the weirdness of his arm layout is what accounts for his 'First Strike' ability. And, of course, most older skeletons have regenerate to represent the ability of them putting themselves together after being scattered. 

Balduvian Dead is, I think, meant to be undead versions of Balduvian Barbarians from Ice Age. That's a nice little story across the expansions, showing that Lim-Dûl's forces managed to reach Balduvian and turned those poor barbarians into zombies. The center guy even still has his beard! We've got a nice little nod to their origin as Red-mana cards with the Balduvian Dead requiring red mana to activate its ability, which transforms one of the dead creatures in the graveyard into a 'Graveborn' token. 

Notably, thanks to the way the card is originally worded, this means that the token's creature type is 'Graveborn'. And since they apparently can't errata it because of... reasons I'm not sure about, Graveborn remains a token-exclusive creature type until today.

Insidious BookwormsKrovikan Horror
Insidious Bookworms has a pretty hilarious name... and it's actual worms! Real-life bookworms tend to be larvae of various insects, but it's just a 'worm' here. They're just scuttling around this pile of books. Having the bookworm eat cards from your opponent's hand is kind of flavourful, though I'm honestly not quite sure where the flavour is in having this effect happen when the Bookworm itself dies. 

Krovikan Horror is another Horror, though, again, the flavour of 'Horror' versus something like 'spirit' or 'undead' or 'demon' really is blurred. Pretty cool artwork, of this strange, phallic monster wrapping its tentacles around its victim's neck and draining... something green from his eyes and mouth. It's also got two strange appendages that end in little candle-flames jutting out of its shoulders. Creepy face, too. Shame that we don't really get any flavour text about him, I kind of want to know what he's all about. 

Krovikan Horror has an effect that's been since discontinued, where it cares about the order of cards (notice that it says a summon/creature card directly above it) in your graveyard, something that's a bit difficult to keep track of in a real game. 

Phantasmal FiendSwamp Mosquito
Phantasmal Fiend, an Illusion creature, is a pretty neat one that shows the same creature from different angles. The first one shows off the ghoul in his full glory, and I like how he's half-transparent and shows off the colour of the doorway behind him. Pretty simple 'demon man' design -- hooved feet, long insect-like feet, and a skull-face with huge tusks. Phantasmal Fiend has an ability that swaps around its power and toughness, because that does feel like something that an 'illusion' can do, can't it? It works off Blue mana, too, steadily building up the idea of cards benefiting from putting it in a deck that has access to its 'ally' colours.

Swamp Mosquito! Mosquitoes are assholes, and I think this is our first mosquito, right? Although it's just considered an 'Insect' creature, because MTG only ever really gets super-specific with real-life animals if they're mammals. Swamp Mosquito is a simple giant mosquito, but it deals damage with the 'poison counters' we've seen before -- gain ten and you lose the game immediately! Notably hard to do with the Swamp Mosquito having a 0/1 statline. I guess this represents a disease that the mosquito spreads to you?

Phyrexian BoonPhyrexian Boon
Both artworks for Phyrexian Boon here are pretty great, showing just how utterly strange and abstract the fleshy body-horror not-demons are. Back in these earlier sets the Phyrexians don't quite have the identity of the flesh-cyborgs that they are now, and are a bit more nebulous. I like the art on the left showing = almost human-like hands granting a bright-blue boon from a tentacle; but the art on the right shows the arms writhing and wrapping around that man, seemingly consuming it. 

It fits with the effect of the card as well, being an enchantment that can either buff or debuff a creature depending on its colour identity. Later on Phyrexians would have more colour identities than the simplistic "villain = Black Mana" we have here, but it does fit with the idea of Phyrexian power being a dangerous, forbidden Pandora's Box to those that aren't actually receptive to its ideologies and power. 

Spiny StarfishStorm Elemental
Speaking of obscure creature types that's still supported... Spiny Starfish! Starfishes are still a supported type, but I don't think any is as weird as the Spiny Starfish here. It's standing on two of its legs, and appears to be lobbing regular starfishes as if they're shuriken. That's a hilarious mental image! The Spiny Starfish is able to 'regenerate', representing the real life starfishes' ability to regenerate lost limbs... but as it does so, it creates more starfish tokens! It's not exactly accurate becuase starfish limb regrowth isn't exactly mitosis, but it's cute. 

Elementals tend to be a genie-like humanoid body in most fantasy settings, but we've blown through those in MTG's first expansion. Storm Elemental is pretty cool, yeah? It's got a weird bat-like body, a massive stinger tail that looks more organic than the rest of it, and its face is a bizarre combination of fish and cyclops. On its cheek are seemingly vestigial claws that just jut out from his body without any clear ability to actually function as hands... which would be weird on a regular creature, but on an 'elemental'? Sure!

Viscerid DroneViscerid Armor
We have a surprise new Homarid with Viscerid Drone. Remember we last saw the Homraids in Fallen Empires, but apparently after the Ice Age, these Homarids seemingly... mutated? The Viscerid Drone is still identified as a Homarid, but presumably it's evolved a somewhat centaur-like body that allows it to stomp out of the water into land? Its effect has it interact with Swamps. It's really hard to tell, though, since the Homarids from Fallen Empires never quite had a particularly consistent body shape. Judging by the flavour text, apparently these Viscerids are causing some unnatural flooding. 

Viscerid Armor is an enchantment that shows a blue-gray Viscerid wearing orange armour lashed together with what looks like string. The fantasy isn't quite well-showcased in the mechanic as the Thrulls from Fallen Empires, though apparently the Viscerids run around doubling up on lobster armour.

Phantasmal SphereStorm Crow
Phantasmal Sphere is another Illusion creature, and a creepy one! I find it creepier than the Phantasmal Fiend. This thing is just a swirling vortex of blue energy, with its underside cracking open and extending... tentacles or tendrils of red energy around whatever that yellow orb is. Apparently, whenever the Phantasmal Sphere dies (which is inevitable due to its upkeep event) it makes a smaller 'Orb token' for your enemy. (Which, like Graveborn, is a creature type specific to the token generated by this card) So I guess it's betraying you? I find the art super-cool, but I'm not sure how the fantasy really works. 

Storm Crow! I like Storm Crow. It's a bird trailing storm clouds, and this artwork has particularly long legs that make it look rather unnatural. I almost wished that the card had something more going on for it, because it's just a flying 1/2. 

Force of WillArcane Denial
A bit of an infamous card, Force of Will is a very powerful instant spell that allows you to counter a spell at instant speed for zero mana. You essentially just lose 1 life and exile a Blue card from the game. Very powerful and quite an expensive card. Not my favourite flavour, though, mostly because the artwork shows a resilient-looking barbarian. Future printings of Force of Will tend to show off more 'Blue Mana' mages blocking spells with the force of their mind. 

Speaking of cheap counters, Arcane Denial (which also has a very cool artwork of a mage blocking some kind of effect) is an instant that counters a spell and draws a card, which made it relatively cheap to slot into most decks, and made a rule that this kind of counter-plus-bonus effects needed at least two blue so that you can't just add Arcane Denial to any deck. 

Thought LashAwesome Presence
Okay, wow, look at that artwork for Thought Lash. That poor lady is babbling some nonsense, but her head has mutated into an upside-down beast-skull with a fleshy tongue that seems to start off with the disturbing consistency of her brain. What the hell! That's quite creepy, and it's just kind of a shame that the effect is quite incongruous with the card art -- Thought Lash allows you to remove the top card of your library to prevent one measly damage. 

"I shape my weapons from the fears of my enemies". Okay, Awesome Presence, that is a very intimidating mass of yellow thorns, claws and tentacles that's being summoned there! Awesome Presence makes it so that a creature enchanted with this is so fearsome and terrifying that creatures need to be buffed with 3 extra mana to block this thing. The fact that it doesn't actually change any of the stats means that this is fully an illusion! 


BrowseLat-Nam's Legacy
Browse features a very primitive version of the mechanic later on known to be 'scry'. It's overcosted for its effect here, sure, but it allows you to essentially fix your next draw. That blue-skinned orc (?) looks particularly cute, too, as he shows off why you end up exiling the other cards -- he's literally ripping up pages and tossing them as he looks for the information he wants. As good ol' Jaya Ballard notes, "once great literature - now great litter".

Lat-Nam was mentioned all the way back in Antiquities, and we get a bit of a callback here. Lat-Nam's Legacy shows a wizard of some sort looking through a library of scrolls for the ancient wisdoms of Lat-Nam (represented as a drawing card effect) but most fun is the small squad of blue tiny men that's scuttling around the library helping her move scrolls. The one on the top right seems to be kicking a book in frustration! 

Deadly InsectSplintering Wind
Deadly Insect is a very weird bug! It's just a 6/1 with the ability we'd later know as 'Shroud' -- which just means that it can't be targeted by spells of any players. The flavour text, however, talks about how deadly it is, which leads me to wonder if it was initially supposed to have an effect more similar to Deathtouch or even poison counters. This close-up artwork shows a rather whimsical-looking design, with a wacky, angular neck and a triangular head; a pair of mantis claws, and an abdomen that's connected to its thorax with a way too thin piece of flesh. At first, I thought that flower was part of its anatomy, like a anglerfish lure, but it doesn't seem to be connected to the Deadly Insect's body. It looks ready to kill that bird regardless, though. 

Splintering Wind creates a 'Splinter' token. Again, just like 'Orb' and 'Graveborn', since the card text specifies the token as a 'Splinter', this also means that Splinter is somehow still a creature type nowadays. Are these fairies flying around with their leafy wings and engorged stomachs, and explode into splintery wooden shards? That's... that's surprisingly graphic and uncomfortable looking, moreso than the outright gore in some of these cards. 

Yavimaya AncientsElvish Bard
Yavimaya Ancients is another take on the Treefolks, but this one is probably one of my favourite in that it's 'tree' first and 'humanoid' second. The roots look like both scuttling legs and roots, and while there's a screaming face scaring that rider and her horse, the treefolk's face really looks like it's part of the natural grooves in the bark. 

Oh, hey, Elvish Bard! I think this is the first 'bard' creature, after the D&D crossover set introduced Bard (which is one of their most iconic classes) into MTG. The effect is quite similar to a reversal of what would become the 'goad' mechanic, with the bard forcing creatures that don't want to block it to do so. I'm not sure what that giant head in the background is, is that suppoesd to be a giant looming as the bard plays to his animal friends? 

Gorilla BerserkersGargantuan Gorilla
Not our first gorillas (or 'apes', now) but we've got a couple of them. Gorilla Berserkers are a pair of really angry gorillas decked with some armour. Very Planet of the Apes. It's got Trample, and a variation of Menace -- it needs to be blocked by at least 3 creatures. It also gets Rampage, which allows it to become stronger if it's blocked by more than one creature. Cute combination of keywords!

Gargantuan Gorilla is obviously a King Kong reference, though he's not actually climbing a tree or a tower or a mountain. He's an angry gorilla, though, demanding you to sacrifice a forest or the Gargantuan Gorilla dies and deals damage to you. He also gains Trample if you sacrifice a snow-covered forest. Its tapped ability is a version of the 'Fight' mechanic later on, where you can force combat between two creatures. Not particularly sold on the flavour of this card, to be honest, but I like the ambition of the card-makers. 


Yavimaya AntsChaos Harlequin
Yavimaya Ants is a horde of ants, identified initially as a 'Swarm' though later retconned into just being 'Insect'. It's that trope of an unending wave of of army ants marching through a jungle. The ant we get a close-up of has a pretty spiky-looking carapace that doesn't look like any real-life ant I've seen -- those ridges almost look leaf-like. It's got Trample and Haste, and the devouring horde is flavoured as it literally consuming your forests as a cumulative upkeep. One of the cuter flavourings of that keyword I've seen!

Chaos Harlequin is just a human clown, and a rather chaotic one! He's not gotten errata'd to get the relatively newer 'Clown' creature type at the time of me writing this, but he should be. I like that he's surrounded by little fiery sprites, and his hair is also on fire. The Harlequin's effect is quite bad, exiling a card from your deck for essentially a coin's flip on buffing or de-buffing the card for a turn. The essence of randomness is cute, but the effect is minimal and the cost and risk are both so huge. 

Gorilla ShamanPrimitive Justice
Most of the gorillas are in green, but Red gets a couple of gorillas like Gorilla Shaman. This particular gorilla has a nicely manic look on his face as he glares at a collection of skulls presumably harvested from his enemies. The effect is rather overcosted for the destruction of an artifact. Also, we've got the return of Jaya Ballard in the flavour text of red cards!

The gorillas really hate artifacts, as the gorilla-themed sorcery Primitive Justice also has an artifact-destroying effect, though I'm not sure what the artwork is depicting. It looks more like the gorilla is skinning some kind of giant corpse? They do want you to build a Red/Green deck with the gorillas, with Primitive Justice synergizing with Green mana.

Rogue SkycaptainDeath Spark
I genuinely don't have much to say about Red the most this time around. A significant portion of the Red cards are just Balduvian berserkers  Rogue Skycaptain has a cool artwork of a knight riding a giant hawk, and the idea that he's a 'mercenary' is reflected by you needing to pay mana for 'wage counters', otherwise the Rogue Skycaptain switches sides. That does make the card rather terrible, but I really like the flavour. 

I do want to highlight Death Spark's artwork because I'm not sure what the context is. The card effect fits with the name of 'death spark', allowing the caster to return Death Spark to his hand if a creature card enters the graveyard above it, but the artwork seems to show a chain-lightning-style effect piercing three heads in a row... and these screaming victims are submerged in what seems to be water? But the guy at the most back has a skeletal face, as if the three heads are progressively turning more decayed as we go to the back of the row? Very strange!

Kjeldoran EscortKjeldoran Escort
WHO'S A GOOD BOY, WHO'S A GOOD BOY? Clearly those mounts of the Kjeldoran Scout. I know nothing about the kingdom of Kjeldor, but clearly they are in the right here. Look at their knights! They ride huge horse-sized dogs with barding! And these knights aren't bothering anybody, they're just guarding trade routes between Karplusan and Balduvia and being proud at forming one of the titular alliances. And that dog in the second picture looks delightfully happy, too, with the tongue lolling to the side. 

Ivory GargoyleCarrier Pigeons
Gargoyles hasn't been the most popular creature type, but the very first gargoyle in MTG appeared in Red. I think the combination of the more sinister gargoyles from Dungeons & Dragons and Warcraft have tainted the idea of gargoyles in my head. They're sinister-looking, too, which is intentional... but gargoyles are, in real life, associated with churches and guarding it, right? And it actually makes sense that MTG would turn gargoyles into a primarily-white creature type, with Ivory Gargoyle here being the first. Pretty nice design, too, a devil-man with a head that's a mixture of human, bat and lion features with Quinton Hoover's fancy backgrounds. This gargoyle keeps coming back from the graveyard at the cost of denying you a card draw. 

The Carrier Pigeon is quite cute! I like that this art showcases the human attaching a package on a cute adorable little reverse-backpack on the bird. Kjeldor has previously been established to be a kingdom with a lot of knights mounted on giant birds, so it's actually a cute little flavour that they've got regular-sized birds as well. The message given to you by the Carrier Pigeon is represented by exactly one (1) card draw. 

ReprisalReprisal
A lot of these double-artwork cards really do tell a nice story, and I think White having a lot of 'group together against powerful beasts' cards makes absolute sense. Reprisal shows small groups of what appears to be regular townfolk just fighting against these giant, monstrous beasts. "The meek shall fight as one", as one of the flavour text notes, and I like that the card effect specifically targets large, powerful creatures with power 4 or greater.

The first artwork showcases a dinosaur-dog creature with red scales, almost resembling a monstrous version of the Chinese lion dances. The second artwork has my favourite creature, thought, with a four-legged creature that has a flattened hammerhead shark head. 

Unlikely AllianceExile
Unlikely Alliance here is interesting. The artwork here is originally titled "Marriage of Convenience", with the card effect representing something similar to the famous White-mana removal Swords to Plowshares. Where Swords to Plowshares represented the exiled creature going off to be a farmer, Marriage of Convenience would've represented the exiled creature getting married off. And look at this card! A fancy noble with a 17th-century-style wig, getting married to a green-skinned cyclops with... interesting clothing. The parents in the background seem quite pleased, too. Ultimately, the effect they wanted to give to 'Marriage of Convenience' was deemed too powerful for a 'silly' artwork like this*, and some shuffling of effects was done until Unlikely Alliance was turned into an Enchantment that buffs a creature temporarily. 

*Ironic, considering modern day MTG explicitly has some jokey sets printed to be extremely powerful...

The original effect that Unlikely Alliance/Marriage of Convenience was supposed to have was given to Exile, which implies that the creature removed from the game is exiled to that remote castle. Exile would lend its name to this effect specifically, being removed entirely from game in a way that's not death, hence bypassing the graveyard. And it is interesting to find out that it was originally flavoured to be exiled away! Modern-day exile effects tend to be flavoured more like being removed from this plane of existence with a magical portal or something. 

PhelddagrifLord of Tresserhorn
Multi-coloured creatures now, and I think we need to start off with Phelddagrif. It's a cartoon purple hippo with two angelic wings that look ridiculously thin to support the girth of the hippo. Maybe that's why you need to pump the Phelddagrif with White mana and to give your opponent some health for the hippo to fly. In fact, the Phelddagrif's three abilities all give your opponent some benefit in some way. The Phelddagrif is a creature type original to MTG and have only shown up on this card and in joke sets.

That's because Phelddagrif is an anagram of (Richard) Garfield, PhD, the most famous creator of the Magic game. And they decide to immortalize him in his game as a hippo! A cute hippo, too. That explains why he's legendary!

Lord of Tresserhorn is a legendary zombie with a rather impressive 10/4 statline with the ability to regenerate... but has such a huge cost to bring into play -- even if you sacrifice tokens, your opponent getting to draw 2 cards is quite heavy. Pretty cool artrwork, though! The Lord of Tresserhorn is one of Lim-Dûl's lieutenants, and I like the gothic outfit and the huge battleaxe he's holding. 

Lim-Dûl's PaladinMisfortune
Lim-Dûl's Paladin has a really fancy armour, and I like how his blue cape is also attached to his biceps and not just his back. Paladins in Dungeons & Dragons -- and therefore most fantasy settings -- tend to be typecast as holy warriors who serve justice and the light, but in real history 'paladin' is just a term for a trusted military leader. It is quite surprising that with the many new creature types introduced after the crossover D&D that Paladins have not made it into MTG, and that Lim-Dûl's Paladin is just a Human Knight. 

Lim-Dûl's Paladin is a really weird creature that temporarily becomes a 6/6 if it's blocked, and the Trample keyword allows it to deal damage over the enemy. But if it's not blocked, it'll always just deal 4 damage. But its base stats is 0/3! Kinda weird. 

The Red/Black/Green sorcery Misfortune has a fun artwork. That pink-haired adventurer trips on a skull, drops what appears to be her torch and scroll, smashes onto a mirror behind her, and her magical wizard staff snaps upon impact to the mirror. Oof! Misfortune also is quite interesting, where it's your opponent that makes the choice between two effects. The effect is always beneficial to the caster, but the opponent needs to pick whichever one benefits his game state better. I think there's not as much mind games to this decision than they originally thought, but respect for trying. 

Aesthir GliderPhyrexian Devourer
Aesthirs are giant eagles seen in this block with the Kjeldoran Skyknights in Ice Age. This set also has a couple of 'Wild Aesthir' giant bird cards below... and it makes absolute sense that the magicians and artificers in Alliances would create their magical robots in inspiration of the majestic creatures in their world. Or rather, out of the majestic creatures in the world. The Aesthir Glider isn't just a cool metallic robot eagle, but actually made out of the corpse of an actual Aesthir... much to the disgust of the Sky-Captain quoted in the flavour text!

We have some more Phyrexian cards! Phyrexian cards would be a bit of a rarity until we move on to the climax of 'classic' Magic, but what few we get really do show off the 'monstrous mechanized assimilator demons from another world' vibe -- an unholy mixture of Borg and Diablo demons. Phyrexian Devourer is a strange artifact creature, looking like a twisted, alien version of a blacksmith's furnace -- shaped like a grotesque, strange conical snail of sorts. Very nicely alien texturing by artist Mark Tedin, with the Phyrexian's body looking almost like bone or chitin but also not quite, somewhat looking like concrete or something not quite natural. 

The effects of the Phyrexian Devourer is quite true to its name, where you control, to a degree, what the Phyrexian Devourer consumes. You feed the Devourer the top card in your deck -- which is exiled and turned into +X/+X counters based on the casting cost. The fantasy represents the Devourer eating whatever creature or spell you exiled! But like many of these doomsday machines in sci-fantasy settings, feed the Devourer too much (above 7 power, that is), and it explodes. 

Phyrexian War BeastPhyrexian War Beast
The Phyrexian War Beasts are super-weird. We get two art pieces by Bill Sienkiewicz, and it looks almost like the same artifact creature, but mirrored. I'm not sure which part is supposed to be the 'head' -- it looks less of a war beast but more like a strange chariot of sorts. But is the huge, chunky piece closer to the ground like the front end of a vehicle? Or is it in fact the rear end, with the strange propeller/dragonfly-like piece of anatomy at the top end pulling the Phyrexian War Beast along like a strange draft animal?

I can see this thing quasi-hovering a few inches off the ground, terrorizing the countryside as this utterly incomprehensible mass of metals that belches smoke all around it. It has a fun Star Wars hover-vehicle quality to it... at least the one on the right. The one on the left seem to be supporting itself with mechanical legs. What a weirdo! I like him. 

Soldevi Steam BeastSoldevi Steam Beast
But wait, we're not done! The Phyrexian War Beasts, despite causing havoc, ended up inspiring the Soldevi Steam Beasts created by Arcum Dagsson of the city of Soldev. Very cool looking! The Steam Beasts didn't quite master the hover-vehicle or land-destruction technique of the Phyrexian War Beast, but I like the design here. The main body almost looks like some strange deep-sea fish with two super-long legs and two tiny manipulator arms attached to it. And, of course, you've got chimneys belching out smoke. The second Steam Beast art that's stalking through a swampy area seems to even have a human-esque face! The first artwork also show that despite the 4/2 statline, these things are massive, towering over buildings and spires. 

I like the idea that the Steam Beasts were originally intended as guards in a city, hence the tiny arms. But as the flavour text notes... well, in any setting where a mad scientist experiments with otherworldly technology to create machines... things don't end well and the Steam Beasts end up going rogue and destroyed Soldev.

Shield SpherePhyrexian Portal
I like the idea of this Shield Sphere. It's not enough that it's a strange sphere that creates transparent magical arrows in multiple directions, but it's also an artifact creature. This thing is a Wall creature as well, and I like the idea of these soldiers running around with both hands focused on offense while the little Shield Sphere hovers next to them, expanding as needed to block attacks like a little auto-defense drone. The Shield Sphere gets more and more damaged and loses points off of its toughness as you use it as a blocker, though, which is a nice mechanic as it grows ever smaller. 

Phyrexian Portal shows off a very nice showcase of the robo-demon aesthetics of Phyrexia. The actual portal on the left side is clean metal with lots of Gigeresque flowing shapes and lots of wires... which really does fit the idea of 'alien technology'. But the portal it opens has lots of demonic arms and hellfire reaching out and tearing apart that human who's probably trying to make contact with the Phyrexians. The effect fits the 'power at sacrificing a cost', with you exiling half of your deck for a chance to choose a card from the remaining half-deck. The tutor effect is powerful, but you also have to pay 3 mana to activate the portal, and you lose half your deck and there's the risk that the card you want got exiled due to the Portal's effect. 

Lake of the Dead
I really like the artwork for Lake of the Dead. For the most part, in these early expansions I won't be talking about land cards a lot, but the Lake of the Dead has such a haunting art as we take the point of view from the bottom of the lake, looking at the terrifying drowned corpse... whose stomach and arms seem to be torn apart by something even before decay. Lake of the Dead has quite an expensive effect, forcing you to sacrifice a Swamp just to get it onto the field (the idea, I think, is for a Swamp to flow over and turn into the Lake) and then you can sacrifice another Swamp for four times of the mana. Interesting effect, but it's mostly here because of the art!
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And with that, that's the end of the huge Ice Age block. With a lot of growing pains as MTG goes through and sees what work and what doesn't, we'll have a couple more years of stability and world-building as we head off to Mirage next expansion! 

Thursday, 12 June 2025

Let's Play Pokemon Shining Pearl, Part 1 - Return to Sinnoh

Oh hey, Pokemon Shining Pearl

The two Sinnoh remakes have not been looked upon favourably by the fandom due to having... minimal changes? Which I suppose is fair, the first three remakes added a lot to their respective games, at least in terms of story, new areas and new forms. But I don't mind playing through Sinnoh again. It's just... well, apparently it took me quite a while to open my copy of Pokemon: Shining Pearl

Just like my Let's Play of Let's Go Pikachu, I'm not going to pretend that I don't know the story of the Generation IV games inside and out, so this isn't going to be super-exhaustive as when I experienced a new Pokemon game for the first time. I've played through Platinum before and I think that game might be one of the Pokemon games I've sunk the most hours into. Top two or three, most certainly. 

But anyway, we get the character creation menu, with Professor Rowan introducing the world of Pokemon to us. The character selection is still Dawn and Lucas, as before, although with extra skin tones and hair colours. I get to name the rival, whose canonical name is Barry. The game then starts off with a staticky TV show about the Search for the Red Gyarados, which kickstarts Barry obsession towards getting to Lake Verity and finding a Red Gyarados of his own. Wrong game and region for that, but okay. Some minor changes to our hometown of Twinleaf Town -- everyone has a Nintendo Switch, now, and the technology is amazing guy talks about how you can interact with people wirelessly. A couple generations too late to be excited about that, but m'kay. 

Oh, and also... I pick up an Azure Flute. Which is just lying in my room next to my Nintendo Switch. That's a previously event-exclusive item to catch Arceus which was never released for the English version of the games, so I am going to experience something new at the very least! 

Barry is still his excitable "Imma fine you" self, and we go to the Lake Verity to see Professor Rowan and his assistant Lucas. Rowan is rude, Lucas is a doormat, and they leave their briefcase behind. Barry, as usual, is completely incapable of leaving stuff alone, so despite the recurring warnings to not go into the tall grass, we go straight into the tall grass and get jumped by a couple of Starly. It's been a while, but I pick back up my favourite starter in Generation IV, Turtwig. 

A lot of the stuff that happens afterwards is your typical 'start of a journey' sequence for Pokemon, which is why I think they saw the need to retool it from Generation V onwards -- giving the rivals and the surrounding characters a bit more personality, and from Generation VII onwards giving the Professor a bit more to do. As it is, Professor Rowan gives me the Turtwig and the Pokedex, and sends me off to run around and be a Pokemon Master. I get my Running Shoes, a fetch quest to give a Parcel to Barry, and get some tutorials for towns and Pokemon capture. I... I really wish this was optional. It was cool when I played a Pokemon game once every 2-3 years, but nowadays with the faster release schedule it's more realistically 2-3 games per year instead. 

Anyway, I go through Sandgem Town (which really has nothing other than the professor lab) before finally making my way to Jubilife City. It is kind of odd to have the wild battles be so slow with the animation, but I think I'm just a bit too used to the Generation IX engine or the DS-era games, so I won't complain too much. It is also kind of interesting that they actually made 'realistic-proportions' models for all the trainers... not just Dawn and Barry, but also all the trainers. I think that made some people a bit more prissy because this is what we 'could've gotten'.

Jubilife City is the first 'big city with something to do' I go into, and... it's kind of interesting to see that it splits off to the North, West and East but two of those are blocked by Surf and Rock Smash respectively. Already I kind of see why the opening of Generation IV is sometimes criticized for being way to slow, since the first 'big city' we see in the other generations tend to be a gym city -- even if, like Viridian or Petalburg, it's a gym we can't challenge yet. Jubilife, at least, has a little sidequest for us to do, finding the three clowns giving little Q&A things to tie into the Poketch gimmick... but after seeing what Generation VII and IX did with the concept of a 'Pokemon School', having the other big thing in the city be a school, and for that school to just be a blackboard... yeah. It could've been expanded a fair bit more for sure. 

The Poketch used to be the bottom screen of the DS layout, and... and they try their best to still include the Poketch in the remake by having it pop up in the R button. It's nowhere as intuitive or useful as it was in the DS games, and I don't think I care enough to go hard in the breeding or competitive aspects to really use a lot of the Poketch apps. It's a nice attempt for them to still include it, but I don't see myself using it a lot. 

One thing that is interesting is that in Pokemon's typical attempts to eliminate HMs from regular gameplay, the Poketch now serves as the replacement for Hidden Machines. It is flavoured a bit weirdly, by the Poketch summoning whatever Pokemon I need for Rock Smash or whatever... but the convenience of not needing HMs is really nice. 

I am slowly building up my party -- my original playthrough of Platinum had an inordinately large amount of Gen I-II party members because it was also the game I played when I got back to Pokemon after a massive hiatus. But I don't really see myself keeping Starly, Bidoof, Shinx or Budew for the long term... not the biggest fan of any of them or their final stages. Not sure what my final party will be, but I'll try my best to consciously utilize Generation IV Pokemon. 

Anyway, I reach Oreburgh Town, which... I actually do like the upgraded graphics a lot! The moving coal lines with the little itty-bitty coal bits mined from the underground mine... It's just that, y'know, they could've... they could've done more? Added more lines of dialogue or a puzzle or something? I know, I know, faithful to the original, but you can be faithful and make it a bit better, y'know? Minor complaints. 

The little fetch quest for Roark is a bit of a joke, honestly, because Oreburgh Mine is not even a maze. I just go down, and Roark's personality is essentially a tutorial for Rock Smash and for the gym. It's a bit depressing, really. I have a grass starter and his gym is just filled with people using Geodudes, and the only reason my Turtwig doesn't one-shot a Pokemon with Razor Leaf is Sturdy. Roark at least gets to keep Cranidos as his ace Pokemon... I know this game uses the original Diamond/Pearl rosters, which can be quite weak, but Roark at least doesn't, like, just have a Geodude and an Onix or something. He's still a pushover, though. 

That is the first gym, and now I have to backtrack all the way back to go through Floarama Town to get to Eterna City. Those parts of this game, I remember! I remember them more fondly than this run through Twinleaf to Oreburgh, for sure. 

Anyway, let me talk a bit about how I feel about this remake! It is kind of a shame, but while there isn't inherently a sin in being a one-to-one remake, FireRed & LeafGreen had the advantage of being the very first remake, of updating the Game Boy generation to the GBA-and-beyond one, and also adding quite a lot of content with the Sevii Islands. HeartGold & SoulSilver streamlined the Crystal contents into the main plot, added a lot of extra fluff in regards to Lugia, Ho-Oh and the Team Rocket Admins, and generally has such a good polished update for the Johto cities. Omega Ruby and Alpha Sapphire gave mega evolutions, primal forms for Groudon and Kyogre, an additional Rayquaza/Deoxys chapter, and additional characterization for the evil admins. While the other remake for Gen I, Let's Go, had the gimmickry of the Pokemon Go tie-in. Being one-on-one, and not adding much... again, I don't think this makes this game bad in any sense of the word, but it's just outshone by other Pokemon games at the time. Particularly because Legends: Arceus was so well-received and also Sinnoh-themed. Bit of a shame! I'm enjoying my time playing this, but I also am a huge Pokemon fan either way, so. 

Random Notes:
  • As a bit of a (late) celebration with Pokemon TCG Pocket, I'll be using almost exclusively artwork of cards that released there. Kind of helpful that one of their first couple of expansions were Sinnoh-themed! God, the full-art pieces are gorgeous for this game. 
  • The game has automatic EXP Share on. That's... that's probably going to make leveling a bit too easy, isn't it?
  • While I'm kind of indifferent on what Pokemon I'll use and I'll just see who attracts my attention, I can tell you that Drifblim will be in my final party. Drifblim has kind of been a mascot for Pokemon content in this blog, and I'm obligated to use one! 
    • My original Platinum party mostly consisted of Torterra, Espeon, Crobat and Togekiss. Not exactly the most comprehensive representation of the fourth generation! I'm not limiting myself to only Gen-IV Pokemon, but I do want to try and use Pokemon I've not used in a 'main party' before.
  • Professor Rowan also left Sinnoh for four years in the original games, right? That wasn't me misremembering things? That wasn't a commentary on the time it took for the remake to come out (which is most certainly more than four years)? 
  • Unlike Sword/Shield or Scarlet/Violet, the Nintendo Switch JoyCons in my room does not change to the colour of the JoyCons I am using. Not sure if it's my particular JoyCons that isn't responding or what, but boo!  
  • Starly is just a lot less threatening than other Pokemon that attacks you before, like Poochyena. 
  • Barry really just yaps a lot before zipping away. This hyperactive mentality does make him memorable, but it also makes the scenes I spend with him flow so quickly that I don't really get as attached to him as I would some of my other rivals. That's kind of by design, though, and I know we'll get a bit more characterization later on. 
  • I did the Machop/Abra trade in Oreburgh City. The Abra's called Kazza! Abras are a pain in the ass to catch without Quick Balls. 

Sunday, 8 June 2025

One Piece 1148-1149 Review: Fathers

One Piece, Chapter 1148: Ronja; Chapter 1149: One Second

We are kinda-sorta back! The posts have been coming up, but I've actually been MIA for the last month and a half -- a bunch of pre-written articles had been lined up to be published on the blog, and basically whether I'm actively posting or not is something you guys can see on whether my One Piece coverage is up to date or not. And it isn't! I missed around a month's worth of chapters, and what a series of chapters they were! Figures, of all the times that Oda decided not to take a break, right? And the content in these chapters! The revelations! All the fancy potentially endgame stuff going on!

I had wanted to do chapter 1148 all the way to 1151, but I realized halfway through that it's going to take quite a bit of writing, particularly with the latter two chapters. So around a month late, have my reviews for chapter 1148 and 1149. Sorry!

And again, keeping in mind that the chapter's been out for a while, I'm going to skim through some of the less important parts.
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Chapter 1148, 'Ronja', focuses on the seemingly unshakable little Elbaf girl Ronja as she is held hostage by the God's Knights, and forced to essentially walk the plank as the children's panicking is broadcasted all over Elbaf. It's horrible in and of itself, of course, and poor little Ronja devolves from being 'it's okay, I can handle this', to giving a terrified but resolute speech of 'I shouldn't cause trouble for everyone! Let me die!' to 'I'm so sorry I'm being a burden to Elbaf'... which is really sad. It's not clear to me on the first read, but forcing a child to bear such burdens? No wonder Nico Robin, 'Devil Child', whose entire backstory involves her being gaslit by the World Government and Marines into thinking she is a blight upon the world, gets so emotional. 

While all of Elbaf argues about whether to give in to the terrorist's demands, and the importance of saving a life versus preserving something more abstract, Nico Robin decides to move. As Sommers continues to blather on about the conditions about burning down the library, Nico Robin creates a gigantic 'Cien Fleurs: Craspedia'. The art focuses more on the impact as the larger panel, but I really love the middle panel of hundreds of Robin's conjured arms coiling together like a bunch of vines that form the massive arm that palm-strikes Sommers in the chin. 

Robin then immediately goes for the kill, doing a very painful-looking 'Clutch' attack that seems to snap Sommer's neck or back. Now, in One Piece's history, Robin's actually deadly-looking attacks don't tend to really kill people (she just has an implied body count prior to joining the Straw Hats), but with these immortal characters, I totally believe that Sommers got dealt a fatal blow.

Sommers, of course, just cracks his head back into place and nonchalantly continues the countdown. I like how panicked or cautious all the Straw Hats are, but Robin is just on fire, going full in action mode. She leaps and pushes Sommers off of the giant branch they're on, also immobilizing Sommers with her many extra arms. The intention is to get Sommers away far enough of the range of his devil fruit powers, which is very cool -- and when Sommers unleashes a bunch of thorns to tear Robin apart, it turns out to just be a shadow flower clone, similar to what Robin displayed in Wano. 

Sommers, of course, isn't taken out that easily. But that's really besides the point, isn't it? Robin has been quite a passive participant post timeskip, even taken out offscreen in Egghead. After her impressive Demonio showcase in Wano, this is a sequence of assassination and strategic techniques that really felt awesome, and with so much tie-in to Ohara and her trying to protect what she thought she had lost, I felt really happy for Robin. If only she had been able to free the rest of the Straw Hats from Gunko's abnormally powerful arrows, they might've turned the battle. 

Alas, Sommers manages to get up and entangle Robin in his thorny vines, and we get a whole sequence where Ronja gives a tearful speech and Jarul decides to burn down the library. And in this darkest hour... in a badass sequence, Scopper Gaban swoops in, and with a massive Haki-empowered axe slash, slices off Sommers's  hand, draws blood across his chest, and looks mother fucking badass. 
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And that's where we pick up in 1149, which gives us a badass action scene between Gaban and Sommers. Again, to not bloat up these multi-chapter reviews, I'll just acknowledge how great a lot of the artwork is -- my favourite being Gaban's intense expression as he grips his axe on page two. The Straw Hats get a bit of a recap as Nami tells them of their meeting with Gaban; and Jinbe identifies his identity as Left Arm of Gold Roger. 

We get a bunch of named attacks from both characters, with Sommers just creating loads and loads of thorn attacks all over the place. But while Sommers is hamming it up, Gaban just seems gloriously in control, muttering about how he's "rusty", and casually unleashing an attack called Futenraku (translated as 'Axe Symphony' or 'Axe Heavenly Music') that very awesomely bisects Sommers like a cake across the torso. 

That is insanely badass. Sommers himself makes it a point to note that Gaban's attacks are preventing him from regenerating (probably some Haki stuff) and I honestly wouldn't have minded if Sommers actually got disposed off here. He isn't, of course, but for a huge chunk of 1149 it feels like he has been. Which is awesome!

While all of this is going on, Chopper finally pops out of Saul's beard, realizing that Gaban knows the way to defeat these immortal, regenerating enemies, and heads off to try to investigate. Again, good on you, Chopper! His moments are a bit smaller compared to Robin's, but I feel like the arc has been trying to make a point to show off the secondary Straw Hats and give them moments -- Robin, Brook, Chopper and Franky all got moments of varying sizes. Is this going to be what finally builds up to the Usopp character moment we all want in Elbaf? Hopefully. 

The new library of Ohara, however, is burning -- Anje was forced to do it, before Killingham pulls out a bow and starts shooting fiery arrows into the other buildings. It really showcases just how much the God's Knights want to really break Elbaf's spirits. It's not enough that they want the library and the books to burn, they want the giants to make that decision. Killingham could've burned the library at any point during that standoff, the giraffe bastard. 

We get the Ronja crying moment I alluded in the previous chapter in this one, as Robin and Saul cry while they're immobilized and forced to see Ohara burn a second time. but then Gaban charges in towards Gunko, ready to engage. And... and Gaban thinks in his head and hopes that his son would be quiet just a bit longer... but these are children. These are panicking children (and a scene earlier in 1146 or 1147 where Collun talks big before being scared by a Muma is a nice build-up to this) and of course Collun's first instinct is to go 'daddy! Thank god you're here!'

For his credit, Gaban almost hits Gunko before she zips away on her arrow skateboard, and she points a massive arrow needle on Collun's neck. 

Gaban gets a bit of an internal monologue, realizing that this is his last chance. It's an all-or-nothing gambit; where he could save the kids, save the library... but Collun's life is what he's gambling. And he's willing to make that gamble, for a moment. He tells Collun to hang on for the titular 'one second'. Collun is a child of Elbaph, and the kid psyches himself up... at which point Gunko ominously notes that 'a life once lost can never return'. Gaban gets a flashback to him and Ripley raising Collun up, and we get a badass panel of Gaban covered in rage and Haki...

And then we cut to the next page to see Collun DIE. Sure, it's Future Sight. Sure, Collun becomes a bit more cartoony and silhouetted. But it's still a panel of a child being brutally stabbed through the neck while he cries, and... and Scopper Gaban can't do it. When he realizes that it's not a chance, it's not a matter of endurance, but a matter of his son will die for sure, he just... drops his axe, a tear in his eye, and yields.

It's honestly a more brutal version of how Oden lost his fight with Kaido, because there's no treacherous shapeshifter involved here, no. Gaban actually has to see his actual son held hostage with a spear on his neck, and actually see him die via future sight. Gunko then casually just points her rapier at Gaban, launches three arrows through his chest, and drops him down to the Underworld. Chopper jumps after Gaban (which is resolved in 1151, although I actually missed this tiny panel when reading through this for the first time), but it seems to be the darkest hour for Elbaph. The Straw Hats are incapacitated, the Giant Pirates are disorganized, the enemies are immortal, the library is burning and the only person that can near-effortlessly beat the enemies, Scopper Gaban, just got taken out. 

That would've been, in and of itself, a great cliffhanger for the Monster Trio (and Loki, and Hajrudin) to show up and save the day. That would've been nice -- I don't dislike Scopper Gaban, but I felt like thematically I don't really like a random old lurking legend to show up and steal the thunder from our heroes. This is a very nice compromise, I feel, for showing the (many, many) Scopper Gaban fans a really badass moment that shows off how cool he can be, and taking him out it a way that... it doesn't feel as cheap since there's an actual reason, and the story implicitly acknowledges that Gaban could've basically ended the crisis then and there. 

But that's not the cliffhanger, no. In the midst of all of this, Gunko starts getting flashes of memory (and she's confused by the memories) of what appears to be her younger self, yelling for 'father'...  and then a shot of a what's presumably a younger her with what's unmistakably a younger Brook, with an afro and singing yohoho and talking about his dream to be a pirate. We cut away to Brook himself, who mutters about 'the resemblance is uncanny', and Gunko starts dashing towards Brook, demanding to know the Soul King's real name. 

The implication, the shocking implication -- which honestly is still the biggest revelation for me in these four megaton-bomb chapters, is that Gunko is Brook's daughter. If not his daughter, then a young girl that seems to view Brook as a father figure or something equivalent to that -- and this adds so much speculation to what the real relationship between Brook and Gunko are. Gunko herself has been set  up as the most interesting among the God's Knights with the lack of 'Saint' in her name and her love for Soul King music. And the potential daughter connection on top of that?

But wait, that's not all. 

Because randomly, Gunko's eyes glow, and in something that's familiar in many other fictional media but not exactly One Piece, she gets taken over by Imu. Very randomly! Everyone was already hyped by the God's Knights, but Haki starts roiling out of Gunko's form, her eyes go into that multi-irised Rinnegan-looking eyes, as an ominous voice stars coming out of Gunko. Imu/Gunko notes that the 'Holy Land is a sea of fire' (which is a whole can of worms to unpack. Dragon seems to be the popular consensus), that Imu demands reinforcements, and 'Mu' is about to show the world the 'Dominance of God' as she fully takes over Gunko's body. 

Which... yeah. Insane! I don't think Imu showing up on Elbaph was in anyone's bingo card. Her (and I'm calling Imu a 'her' until further notice) being involved in some degree? Sure. Her actually playing up the many devil motifs she has been hinted as having and actually possessing one of her minions? That's insane! And just as we were about to get some answers about Gunko and Brook's relationship as well. That's awesome! Of course, I still have two more chapters to discuss what Imu-Gunko actually did, so I won't belabor the point, but man, 1149 just keeps giving us 'cliffhanger-possible' moments one after the other. Very cool!

Random Notes:
  • Hopefully I'll get 1150-1151 up by next week!
  • Blog-wise, I've got a couple of Magic: The Gathering reviews lined up, but that's about as far as I got for Elden Ring at the moment so that series will probably be on a slight hiatus. I might be able to get some Dungeons & Dragons content out, but no promises. 
  • Yamato Cover Story: 1148 has Yamato leaving Udon, with Ulti and Page-One in tow as her new retainers. Raizou, you're... you're not a very useful Daimyo to let all of this happen under your watch, huh?
  • I like the little detail that in the Robin-focused 1148,  Brook is wrapped up from head to toe like a mummy, preventing him from giving us any more clues or interaction before Oda is ready to give us the strange implications on 1149. 
  • Sommers has been ranting about 'love' quite a bit, and while he's more on a 'card-carrying hostage-holding terrorist' in these chapters, there's a nice little bit of him asking Robin if pushing him off is something she did because she's 'in love' with him. It is worth noting that this seems to be in a nice opposition with Scopper Gaban's self-declared 'Missionary of Love' epithet, although the two don't really acknowledge it when they clash. 
  • All of Sommers' attacks are puns on iba (Japanese for 'thorn'), like 'ibaria' (between iba and baria/barrier), but those are all lost in English. 
  • Most notably, one of Sommers' attacks is called 'Crimson Lotus Hell', mirroring one of the levels in Impel Down -- even the effects being tied to thorns jutting out of the ground is quite on point. What implication this has, particularly with a bunch of hell stuff in the next couple of chapters,  remains to be seen. 
  • 'A life once lost will never return'... except for Brook. Get it? 
  • I guess it makes sense, too, that Brook did not mention anything about Gunko's panties if she truly is his daughter (or daughter-figure). 
  • Oh, and Gunko has previously been shown to use rapiers, like Brook, and all the way in Thriller Bark, Brook notes that his signature skill was usually known by another name until he became the undisputed master and renamed it the Arrow-Notch Slash. I'll say it again, the ARROW Notch Slash. 
  • Brook's wanted poster does have him as 'Soul King Brook', but I guess Gunko was more engaged with looking at Soul King marketing instead of the Soul King's wanted posters? 
  • Let's not even begin to unpack the fact that a lot of times, the Oda-penned movies tend to foreshadow some aspect of the upcoming/concurrently-written antagonist; with parallels drawn between Gild Tesoro and Doflamingo; Douglas Bullet and Kaido... people have been noting a lot of potential similarities between Uta and Gunko, not just based on their design, but potentially by their estranged connections with their respective missing fathers, who abandoned them 'for a good reason'...

Wednesday, 4 June 2025

Movie Review: Captain America: Brave New World

Captain America: Brave New World (2025)


I actually really liked this movie. 

Online audience reactions are a bit less excited as I was, no doubt due to the increasing Marvel fatigue recently, but I do feel like Captain America: Brave New World is nowhere as messy or as bad as its detractors claim to be. 

It is still true that the movie does the rather unexpected decision of focusing on a lot of plot threads that stem from The Incredible Hulk -- a movie that has honestly felt like it was swept under the rug when the Marvel Cinematic Universe consolidated everything under a more comprehensive direction. One of the major players is the return of the newly-elected president Thaddeus Ross, recasted as Harrison Ford of Star Wars fame, who also has to deal with the primary theme of this movie -- legacy. Ross is easily one of the biggest highlights of the movie, with his anger and frustration being very visible, his old grudges against superheroes alternating with his genuine attempt to be a good president, and a huge chunk of the movie's storyline revolves around the question of whether an evil, manipulative old man like Thunderbolt Ross can genuinely change and redeem himself... or if he's internally as ugly as the monstrous Red Hulk that he transforms into at the end of the movie. 

Which, of course, with the optimistic tint that this movie has, the answer is yes. And it's a simple enough hook to make Ross be engaging -- a character that has a long enough of a history to believably go through such a character arc, but also never quite in the spotlight enough for the audience to be super-familiar with. Ford plays the bubbling rage and frustration that Ross faces throughout his handling of the crisis that's going on extremely well... and beneath it all, the heart of a father who has climbed to the highest position his career path would allow him -- who wants to prove to just one single person, his estranged daughter, that he can change. And that quiet scene in President Ross's office as he calls his daughter is such an amazingly well-acted scene. 

But, of course, the main character is Sam Wilson, once-Falcon and the new Captain America. Like Ross, Sam also has to deal with legacy. We've dealt with a lot of the more interesting and drama-oriented impostor syndrome in Sam's excellent Disney+ show, but he doesn't have the trust of everyone yet -- especially President Ross. The movie stats off with a nice little recap of Ross's ascension to presidency and Sam's ascension to Captainhood, before leading us into a fight scene as Captain America and his brand-new Falcon, Joaquin Torres, fight against a terrorist organization called SERPENT. Some fun action scenes, and we get a nice showing from secondary antagonist Sidewinder (Giancarlo Esposito). 

We also bring back Isaiah Bradley, the forgotten 'black Captain America' from Sam's Disney+ show, who acts as a mentor figure for Sam and Joaquin. The three of them arrive on the White House in an international summit over the discovery of a brand-new metal called adamantium on the petrified Celestial from Eternals. And while all this fancy sci-fi worldbuilding is nice, the movie's focus is on Isaiah Bradley, and how hesitant he was initially to accept the fact that things have changed for him, and his country is trying to do right by him. A lot of focus on how proud he was of his wedding suit that he's wearing to the party, which is all the more heartbreaking when Isaiah, without provocation, pulls out a gun and begins attacking President Ross. 

Now this isn't the first time that MCU has dealt with mind-control -- with Bucky Barnes' whole storyline in Winter Soldier and Civil War dealing with that. So I was admittedly a bit disappointed that none of it is really brought up. But Ross is extremely emotional over the shooting and locks Isaiah up, while the confused and innocent Isaiah delivers a very heartbreaking line on how everything good in his life that he thought he could've enjoyed after a lifetime of suffering is now gone. 

The dynamic between Sam and Ross is pretty well-executed here, with both men being angry at each other due to their past history. Captain America is grounded, but Sam and Joaquin continue on their own investigation. After a brief action scene when Sidewinder ambushes an equipment-less Sam Wilson, he and his allies manage to track down Sidewinder's sponsor to a black ops site called Camp Echo One... finding that the mastermind of everything that's been going on is Samuel Sterns, otherwise known as the supervillain known as the Leader. The Leader has apparently been working alongside Ross during his military career -- having blamed Sterns for the Abomination's rampage in Incredible Hulk but secretly using him to help create anti-metahuman technology and also cure the illness he has.

Ross had promised Sterns freedom from his imprisonment, which he goes back on, and as revenge Sterns has been trying to set up a way to utterly crush Ross at the height of his power. Sterns was responsible for the mind control with the 'Mr Blue' song as the trigger -- and this leads Sam and Joaquin to have to fight a small army of mind-controlled soldiers. 

Meanwhile, Sterns has also manipulated the data to make it look like America has paid Sidewinder to steal the Adamantium to make themselves look good, and then leaked it to other world leaders. In the midst of a desperate attempt to get Japan back on the bargaining table for the all-important treaty, the prime minister of Japan drops the bombshell that Ross couldn't refute -- but is utterly frustrated about. 

Oh, while all of this is going on, Ross's main minion, ex-Black-Widow Ruth Bat-Seraph is off doing her own investigation on the mind-control, finding that all the other shooters in the initial conference having been killed by strangely-behaving guards. Ruth manages to stop the guard before he kills Isaiah, but realizes that there is more than meets the eye, and rendezvouses with Sam and Joaquin. To be perfectly honest, Ruth's character feels like she's mostly there to make Ross's administration less of just him... but I think we can blame the rewrites over some real-world controversies that Marvel faced for adapting this character -- Ruth Bat-Seraph ends up feeling like a character that didn't really need to be here. 

As our heroes exit Camp Echo One, Captain America and Falcon arrive on Celestial Island, where America and Japan's navies are facing off against each other in a bit of a standoff... right as Sterns takes control of the minds of two pilots who fire on the Japanese navy. I actually really like this action scene as the two winged superheroes charge in and try and stop overt hostilities from breaking out, zipping around and disabling missiles while they wait for the world leaders to hopefully talk it out. The tense partial transformation Ross has in his battleship as Sterns mocks him is also very well done. During the subsequent attempt to stop the missiles, Joaquin is heavily wounded and is out for the rest of the movie. 

Sam gets into a bit of a moment of self-doubting again, thinking on whether he should've taken a super-soldier serum or something... but Bucky shows up for a brief pep-talk cameo. Going back into action, Sam manages to arrest a surrendering Sterns, before he realizes what Sterns is planning to do. 

As President Ross is at a press conference, Sterns unleashes the information of his involvement with Ross in the past to the public, and this was the straw that broke the camel's back. Ross has been holding in his rage towards these unjustful acts, towards these attacks on his character, towards the fact that people refuse to look beyond his past as 'the Hulk Hunter'... and finally snaps. He transforms rather majestically into the Red Hulk, which gives us the final showdown. And the final showdown is nice enough, even if as with a lot of Marvel's more recent output the CGI isn't the best. 

The fight is less about Sam Wilson taking down the Red Hulk, but talking him down. Dragging the battle into a location with the cherry blossom trees that meant the world to Ross and his daughter Betty, Captain America manages to wound Red Hulk enough to have him calm down and ultimately revert back to his human form. 

And after that incident, we get some closing scenes. Isaiah is exonerated and gets his suit back. The treaty is finalized but Ross surrenders himself to the superhuman prison, the Raft... but gets a nice surprise because Sam arranges for Betty to visit him there. And while the scene did take a bit of a longer time than it should, Sam visits the wounded Joaquin on his hospital bed, and Joaquin goes on a long speech about how his whole cocky act throughout the movie was because he was inspired by Sam Wilson, Captain America. Sam might always compare himself to Steve Rogers as the gold standard, but other people are looking up to him. And that's a nice bit of legacy for him. 

Ultimately? Yeah, the movie's plot is a bit basic, although I honestly do unironically appreciate the usage of older characters and spinning their stories into a conclusion. I also liked how personal the stakes were for Ross in particular, and how much Sterns isn't trying for a plan of global domination and just one of revenge. This movie did go through a chunk of rewrites thanks to Ruth Bat-Seraph's comic-book counterpart being tied to the Israel military, and I don't doubt that there would be some changes made to a movie that features an assassination attempt at a controversial American presidential figure. But all that aside? It's not the best Marvel movie I've watched, but it's a lean, simple story, and one that I genuinely, unironically enjoyed. 

Marvel Easter Eggs Corner:
  • Post-Credits Scene:
    • The Leader, in prison, rants about an incoming threat from other worlds that the heroes will be unprepared for, seemingly foreshadowing whatever will come in Avengers: Doomsday.
  • Past Movies Continuity: (Characters)
    • Sam Wilson took over the mantle of being Captain America in Falcon and the Winter Soldier. Isaiah Bradley ('Black Captain America') and Joaquin Torres (the new Falcon) are both introduced in that show as well. During the first action sequence of this movie, Sam uses the bulkier suit from the TV show. 
    • Samuel Sterns and Betty Ross make their return since The Incredible Hulk, an entire 17 years of real-world time between the movies -- the messy licensing issues revolving the Hulk's supporting cast has probably been to blame.
    • Thaddeus "Thunderbolt" Ross has shown up in various movies since Incredible Hulk -- notably in Captain America: Civil War, Avengers: Infinity War and Black Widow. His original actor, William Hurt, passed away and the character was recasted as Harrison Ford in this movie -- with a lampshade that Ross had to 'change his look' for the presidential election.
  • Past Movies Continuity: (Others)
    • Finally, after being omstly reduced to news reports, the petrified body of Tiamut the Celestial from Eternals is acknowledged by the MCU, with various nations attempting to claim the precious Adamantium contained within the Celestial's body.
    • President Ross brings up Wakanda's attitude towards Vibranium as seen in both Black Panther and Black Panther: Wakanda Forever, where Ross's predecessors had butted heads politically with Wakanda's leaders over the sharing of Vibranium.
    • In his gym, Isaiah punches a sandbag off of the chain, a nod to Steve Rogers' very iconic scene in The Avengers where he did the same.
    • There is a slight running gag of Joaquin asking Sam about Ant-Man. Whether on purpose or not, Sam's unexpected cameo and defeat at the hands of Scott in Ant-Man has been a bit of a running gag for the character. 
    • Ross and Sterns would later find themselves imprisoned in the superhuman prison the Raft, most famously seen in Captain America: Civil War
    • The sonic cannons that disabled Captain America and Falcon in the bunker seem to be the same sonic cannons seen in The Incredible Hulk that Ross's team used against the Hulk.
    • Bucky being busy and unable to help out is presumably an allusion to whatever is going on with him in the next movie, Thunderbolts. 
  • Movie Superhero Codenames: Captain America, Falcon and Sidewinder all use their codenames throughout the movie. The Serpent Society is renamed 'SERPENT'. Red Hulk is never referred to as exactly that, but with variations of the term. Neither 'Leader' or 'Sabra' is ever spoken on-screen, and Samuel Sterns and Ruth Bat-Seraph are always referred to by their real name.
  • Favourite Action Scene: I like the fighter jet sequence around the Celestial, but I think this one has to go to a no-equipment Sam Wilson fighting against Sidewinder. 
  • Funniest Line: "I should have taken that serum. Bucky was full of shit!"
  • Dennis Dunphy, Sam's soldier ally, is the civilian alter-ego of minor Avenger member Demolition Man. Considering that Sterns kills him, he's probably not going to adopt that superhero outfit .
  • Adamantium, the resource that the various governments are attempting to claim, is, of course, the famous indestructible metal that is used in the experiments that laced Wolverine's bones with it.
  • While the MCU's adaptation of the Red Hulk is missing the fiery powers of his comic-book counterpart, during his public, full transformation, Ross's clothes do burn off instead of tear apart, and there were some shots where the Red Hulk is wreathed in flames in reference to this. 
  • Camp Echo-1 in the comics was a location meant to hold Amadeus Cho, the second Hulk, in the comics. 

Sunday, 1 June 2025

Gotta Review 'Em All - Abilities [Generation VIII]


Even more abilities!

Generation VIII... isn't the biggest generation in introducing brand-new Pokemon, thanks to the whole "we're moving to Switch (and abandoning part of the National Dex lol)" deal. And since most new abilities are tied to signature gimmicks of brand-new Pokemon, it also means that we've got much less abilities from now on, and... I don't think it's necessarily a bad thing, honestly, since it also allows some older abilities to shine in new Pokemon.

It does mean that my 'reviewing Abilities' series is probably going to finish relatively quickly, especially compared to 'reviewing Moves', but I'm not entirely certain these will be particularly entertaining. Oh well, on to the review:
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  • Intrepid Sword (Futo no Ken/Sword of Tenacity) and Dauntless Shield (Fukutsu no Tate/Shield of Fortitude) These two are, respectively, the signature abilities of the poster children of this generation Zacian and Zamazenta. Intrepid Sword boosts attack when entering battle, and Dauntless Shield boosts defense. Pretty simple and effective, but... kinda boring. It's one of those 'legendary Pokemon does legendary things'. 
  • Gulp Missile (U no Misairu/Gulp Missile) This is the whole reason why Cramorant exists! Whenever Cramorant uses an attack like Surf or Dive, it "changes forms" thanks to Gulp Missile, coming up with either an Arrokuda or Pikachu in its mouth. And when the Cramorant gets hit by an attack, it spits up the Pokemon it's caught, dealing damage and an additional effect (defense drop for Arrokuda, paralysis for Pikachu). I really can't complain about a Pokemon that's designed so wholly around a silly gimmick like this!


  • Ball Fetch (Tama Hiroi/Ball Fetch) This is Yamper's signature ability, and only Yamper -- not its evolved form. It's kind of a little gag ability, allowing Yamper to fetch any failed Pokeballs you threw in the battle. Kinda useless, but kinda adorable as well. 
  • Mirror Armor (Mira Ama/Mirror Armor) This is Corviknight's signature hidden ability. It's kind of like Magic Bounce, reflecting status moves, but Mirror Armor specifically reflects only the status-lowering effects, allowing everything else to pass. It feels a bit too specific, but it thematically fits with an all-metal gleaming bird, so I can't really complain. 
  • Cotton Down (Watage/Cotton Down) A pretty fun ability, this is the signature ability of Gossifleur and Eldegoss. Whenever they're hit by an attack, their cotton falls off and essentially casts the attack Cotton Spore, lowering the Speed of all the Pokemon around them. Kinda creative thanks to the connection to an older attack for sure! 

  • Steam Engine (Jokikikan/Steam Engine) This one is exclusive to the Rolycoly evolutionary line, and I remembered being bamboozled by this ability in the games... and then trying to get a Rolycoly with Steam Engine. The idea is that because Rolycoly -- and especially its two evolutions Carkol and Coalossal -- are based on coal and coal engines, being hit with Fire and Water ends up powering them up, increasing its speed. Steam Engine also shares the 'incubates egg faster' effect that Flame Body and Magma Armour have. Not game-breaking, but I really do like these kinds of unexpected immunities towards a Coalossal's usual 4x-weakness of water. 
  • Punk Rock (Panku Rokku/Punk Rock) This one is exclusive to Toxtricity, and it brings back a move category that's been kind of neglected since Generation III or something -- sound-based moves! Come on, Pokemon, don't be cowards and make sound a full-on proper mechanic instead of just these edge cases. Toxtricity's Punk Rock both boosts outgoing sound-based moves and reduces incoming sound-based moves. Pretty neat!

  • Wandering Spirit (Samayou Tamashi/Wandering Spirit) A fun variation of the original Yamask's "Mummy", Galarian Yamask and Runerigus is a bit more sneaky with it, with Wandering Spirit not quite 'infecting' another Pokemon with the useless Mummy ability, but actively switching abilities with the enemy anytime a contact move is made. The flavour is some kind of body-hopping ghost or curse that moves from one hapless fool to the next, while Runerigus presumably profits the most from it.
  • Perish Body (Horobi no Bodi/Body of Annihilation) This one is really cool and kinda creepy! This is Cursola's signature ability. And any move that makes contact with Cursola starts off the three-count of the iconic Generation II move Perish Song, which kills everyone in the battlefield as it counts down. In addition to the obvious 'spooky ghost does spooky things', I also like the more subtle theming of "destroy the corals and eventually the entire world's ecosystems will be fucked".
  • Pastel Veil (Pasuteru Beru/Pastel Veil) The latest in the Fairy-types' "Veil" abilities is the signature ability of the Galarian Ponyta line, which protects them and their allies from being poisoned. Kinda boring, but I do appreciate having some new abilities that are just kinda there, y'know?
  • Hunger Switch (Harapeko Suicchi/Hungry Switch) This is Morpeko's entire gimmick of constantly switching from 'satiated' to 'hangry' mode, which doesn't really have much of an effect other than change the type of Morpeko's signture Aura Wheel move. I really am entirely indifferent to Morpeko's whole gimmick, so I just kind of shrug at this one. 
  • Ripen (Jukusei/Ripen) Another berry-related ability, this one is exclusive to the original members of the Applin line. It 'ripens' and doubles the effect of all berries consumed. Which is honestly kind of cute, and fits the idea of a fruit-themed Pokemon. (All fruits are berries in the Poke-world).
    • Transistor (Toranjisuta/Transistor) and Dragon's Maw (Ryu no Agito/Dragon's Jaw) I'm going to lump these two together. These are Regieleki and Regidrago's signature abilities respectively, and they give an extra bonus to Electric and Dragon type attacks. Which are all nice and well and good, but now I really wished that they had added extra equivalent abilities for the three other Generation III Regis! They need all the help they can get!
    • Steely Spirit (Hagane no Seishin/Fighting Spirit of Steel) Not a whole ton to say about Steely Spirit either, this is Perrserker's signature ability and it powers up Steel-type moves of both Perrserker and its allies. 

    • Sand Spit (Suna Haki/Sand Spit) Sand Spit is the signature ability of the Silicobra line, and I really love the flavour behind this one. Both Silicobra and Sandaconda store a whole ton of sand in their little puffy bits of anatomy. And when you hit them, they reflexively expel them and unleash an entire Sandstorm! That's hilarious, and very easy to imagine. I like this one. 
    • Ice Face (Aisu Fesu/Ice Face) I don't like Eiscue, but I like his signature ability's implementation, at least. It's somewhat similar to Mimikyu's Disguise, with Eiscue's titular Ice Face shattering after a hit like a Substitute... but there's a little bonus in that Eiscue can restore his icy noggin if it hails or snows, which is a nice bit of fun thematic synergy with the weather effects. 
    • Power Spot (Pawa Supotto/Power Spot) Stonjurner's signature ability, Power Spot, is based on the belief that certain locations has sacred power and oftentimes healing property. Being a walking Stonehenge, Stonjurner provides a similar service by powering up moves of any Pokemon around it, which I think is kinda simple but cute. 

    • Propeller Tail (Sukuryu Obire/Screw Tailfin) This one is the Arrokuda line's signature hidden ability, and I find it to be kinda cute -- basically, they will ignore any 'redirecting' effects like Follow Me, and will hone in on its original target regardless of what happens. It fits with the design of a dart-fish that has a propeller on its back! I like this one. 
    • Stalwart (Sujiganeiri/Staunch) This one does basically the same thing with Propeller Tail, but it's exclusive to the Duraludon line. I'm not entirely sold by the flavour of this, I'm afraid, because I'm sure there are a lot of other 'stalwart' Pokemon out there that are super-serious and super-focused on their mark. I guess I would've liked it better if they focused more on it as a laser-shooting mechanical monster? 
    • Ice Scales (Kori no Rinpun/Ice Scales) This is the Snom line's signature ability. And, for something that has 'ice' in its name... it has nothing to do with the ice typing, or hail, or the frozen status. No, the titular ice scales... halves the damage from special moves? The effect's cool, but it's not particularly thematic. I don't really like it for that reason. 
    • Chilling Neigh (Shiro no Inanaki/White Neigh) and Grim Neigh (Kuro no Inanaki/Black Neigh) Let's cover Glastrier and Spectrier's two signature abilities together. They both essentially do almost the same thing, increasing an offensive stat whenever the Pokemon knocks out an enemy. Glastrier's Chilling Neigh increases Attack, while Spectrier's Grim Neigh increases Special Attack. This almost 'reaper' like ability feels more thematic for Spectrier and not Glastrier, though. 
    • As One (Jinba Ittai/Rider-Mount Unity) Since the whole point of Calyrex's 'combined' form is that it's just a Pokemon riding another Pokemon but they're treated as a single entity, 'As One' combines Calryex's base Unnerve ability with whichever horse's Neigh. It's... it's kind of silly that this is a whole thing on its own, particularly since Calyrex's base Unnerve ability is actually rather underwhelming. It's cute. I can't complain. 
    • Unseen Fist (Fukashi no Kobushi/Invisible Fist) The other DLC legendary, Urshifu, has the rather badass-named ability of Unseen Fist, which essentially applies the 'Feint' attack on every single one of its punching moves, allowing them to break through the effects of Protect or Detect. It's boring but appropriate for a kung fu bear!

    • Quick Draw (Kuikku Doro/Quick Draw) Signature ability of Galarian Slowbro, and this one plays into the fact that Galarian Slowbro has a cannon shell-arm. And sometimes ol' Slowbro surprises you by being... Fastbro? He can quick-draw his gun and fire before others. It's essentially Quick Claw baked into an ability. It's cool. 
    • Curious Medicine (Kimyou na Kusuri/Curious Medicine) Galarian Slowking, meanwhile, has a rather interesting ability where upon entering the battlefield, it secretes medicine from its shell that essentially casts a one-sided Haze, removing status changes from its allies. It's... it's okay? It is nicely flavourful with depictions of Galarian Slowking in media (like this TCG) showing it exuding chemicals from its crown-shell. I don't really have any strong feelings either way about this ability. 
    • Gorilla Tactics (Gorimuchu/Gorilla Obssessed) This is a (non-Zen) Galarian Darmanitan's signature ability, which... is basically a built-in Focus Band. A boost of damage, but the Pokemon is locked in a single move. The best part, of course, is the pun game being used in multiple languages. In English, 'Gorilla Tactics' is a pun on guerilla tactics. But in Japanese, it's a pun on the common phrase of gorimuchu (meaning 'lost in a fog', maybe a reference to the ice associated with Galarian Darmanitan), but also a pun of gorira (gorilla) and muchu (to be obsessed). And an 'obsessed gorilla' is obsessed with just using that one move all the time! That's cute. 
    • Libero (Ribero/Libero) I think I've gone on record on saying that Libero is my least favourite ability in all of Pokemon. It's the Scorbunny line's signature ability, and it's tied to soccer/football. That's cute! That's cool! And its effect? The same as Protean -- which, to give you guys a refresher, Protean was originally given to Greninja, allowing it to transform into any type of any attack it's using. It kinda made sense for Greninja, with the ninja theme (Naruto would still be big at the time of XY's development) as well as the fact that some reptiles and amphibians can change their skin to mimic their environment. Not perfect, no, but I can follow the thematic logic. Libero? Libero is given to a bunny footballer. And Cinderace can turn into whatever type he wants to as long as he kicks the ball, which... I really don't see the thematic tie-in to either the footballer thing, or the bunny thing. I'm sorry... I don't mind overpowered abilities if I can kind of make some sense of it, but this is just... something-something the libero position is flexible. Which I would find cool or creative if it allowed Cinderace to, like, switch between physical and special attack and defense stats or something. But to change types entirely? It feels like extremely arbitrary favouritism just to push this starter out of the three. I already don't like Cinderace, but giving him such an overpowered ability just makes me dislike it even further. If I'm allowed to completely revise an ability and retcon it in Pokemon, Libero will be it. (The fact that Rilaboom and Inteleon don't get their own fancy signature abilities in this generation is also another slight against the arbitrary Cinderace favouritism). 
    • Mimicry (Gitai/Mimicry) A much better-flavoured ability belongs to Galarian Stunfisk, with Mimicry essentially being similar to the old moves like Nature Power or Camouflage; changing Stunfisk's type to match the terrain... and that's the specific 'terrain' move mechanic. Not the most exciting ability and frankly I don't even think it's particularly the most thematic, but at least there is some logic here with Galarian Stunfisk being a flatfish -- a creature already known for its camouflage abilities -- and it's also mimicking a bear trap.

    • Neutralizing Gas (Kagaku Henka Gasu/Chemical Change Gas) Originally given to Galarian Weezing, and later generations giving it to Kantonian Koffing and Weezing as well, Neutralizing Gas is actually quite cool in that the gas that Weezing expels is so powerful (based on the Japanese name, it changes some chemicals!) that all abilities on the battlefield other than some that are tied to the Pokemon's functionality (Aegislash's Stance Change, Arceus's Multitype, Cramorant's Gulp Missile, among others) are all neutralized. It's pretty cool, and I love that this is given to a rather humble Pokemon like good ol' Weezing.
    • Screen Cleaner (Baria Furi/Barrier-Free) And we end this with one of my favourite abilities, which belongs to Galarian Mr. Mime's line. The Japanese name, 'Barrier Free', is kind of descriptive of what it does -- the presence of the tap-dancers destroys all the effects of moves like Reflect and Light Screen, to the detriment of regular Kantonian Mr. Mime. But the fact that it's called "Screen Cleaner" is just cute! I wouldn't really think that tap-dancers are particularly against mimes, but apparently there's some subtle rivalry between the different Mr. Mime factions!