As for permissions to print or use the cards, you may print them if you intend to use them in a game test with me. Thank you and happy reading.
Card Number: 30/185
Notes: This nifty blue Planeswalker is both flavorful and adds blue some new strategies toblue's arsenal by allowing you to build a big fat hand and, with some wit, a monster able to block for you long enough to get all the spells you need to conquer. A bit bloated, a bit pink, and a bit googly, but that's how I like my Blue Baron.
Card Number: 31/185
Notes: And, per blue's design, the blue legendary enchantment for this set had to be extra wordy and extra exploitative. In limited, this card is nasty. As for the flavor of the card, the Blue Baron is very a greedy character and his home needed to have something rotund and fancy about it.
Card Number: 32/185
Notes: This is a pretty dumb and weird kinda duck (to be honest, I have mixed feelings about all the big blue creatures), but I think Green will begin have its day with this expansion.
Card Number: 33/185
Notes: And here is blue's beautiful bit of creature removal. It has a nifty bit of mechanical flavor to it that I think makes it a fun card in this format.
Card Number: 34/185
Notes: This is a card that I have mixed feelings about, but fits into the way that this set has been coming along. Islandwalk is special amongst the walks, for me, because it gives blue an opportunity to swing, but you have to somehow be facing a blue opponent or make one or all of their lands into islands. Tricky, tricky.
Card Number: 35/185
Notes: The biggest and nastiest pirate in this set, Dread Pirate has some good tribal running for it, and goes from good to great with a little help for its friends.
Card Number: 36/185
Notes: And here we have a horrid merfolk that gives the tribe its own bit of creature removal for the win. This has the potential to build up into something nasty and, with merfolk tribal, it really has potential as a devastating and useful four drop.
Card Number: 37/185
Notes: And here we got blue's other big blue weird threat that fits into the flavor of the Ring Isle. In the first set, the Ring Isle had very little to do with anything but, as the set moves forward, expect more weirdness to be on the way.
Card Number: 38/185
Notes: This a nifty utilitarian card that has isn't perfect for the set but is a necessary bit of retrieval for blue. It nets you an extra card, at the very least.
Card Number: 39/185
Notes: This card is a side-board against legendary lands and can slow down your opponent in a pinch. Tap at the beginning of their turn and you've locked down that land for a long time. It also fits into theme of the White Queen's Winter.
Card Number: 40/185
Notes: This a simple brute that I don't have much to say about it. Sometimes you gotta make simple cards like this and let it go.
Card Number: 41/185
Notes: A lot is going into making the flavor of this card worthy of its price; for one its pretty much untouchable as long as you control another golem and then its abilities set you up for ridiculous card advantage on your opponents. I also love the idea of a totem of greed, gluttony for the blue mechanics and the flavor of the blue artifact creatures = greed, gluttony.
Card Number: 42/185
Notes: This card gets a mixed reaction from people ranging from "What's the point of the first part of this card?" and "Doesn't that help your opponent?!" and the explanation: it is to help prevent graveyard abuse. As for the flavor, all off the greedy golems are about theft.
Card Number: 43/185
Notes: Where blue player's don't see the appeal of the collector, the drone wins them over with its simple and nasty effects/flavor. Its a cool card that makes the back bone of a blue artifact deck in this set.
Card Number: 44/185
Notes: The sledgehammer of the blue artifact set, this card is an instant favorite among testers and I do particularly like it (its probably my favorite blue creature in this set). It is a perfectly constructed card that is an affordable battering ram + card advantage with a fair weakness.
Card Number: 45/185
Notes: Merfolk tribal is weird and nullnaut tribal is weirder. He might need some adjustment to make him more unique, but I think its a cool card. Kratnite is the leader of the Blue Barons armies; after all, control the seas and control the world's bounty.
Card Number: 46/185
Notes: A defensive blue creature with a potentially offensive strategy. Feels common and tastes common; plus, speaking of tastes, lobster is delicious.
Card Number: 47/185
Notes: There had to be at least one blue Nullnaut and he had to be a nasty bugger; the Smuggler sets up a win strat on his own against creature heavy decks. Plus, the flavor of a more blue Nullnaut is fun, and adding in Pirate tribal makes him more interesting.
Card Number: 48/185
Notes: There is our witch pirate; cuz we needed to set up some bizarre hybrid that gives blue the corrupt it was sorely robbed of in the first set and helps blue get back some of nifty tricks.
Card Number: 49/185
Notes: Then, we got the Porthole Helm of Portals, a wanky Whispersilk Cloak for the blue mages; you get the same thing for a little bit cheaper if you build your deck around this card.
Card Number: 50/185
Notes: And in the spirit of providing blue with a way to copy creatures, this set gets its own nasty way to pull it off and make artifact creatures to help you out in a very witchy flavor. I like the story that's going on in the frame here.
Card Number: 51/185
Notes: And here we have the single blue spirit card to give a blue-white spirit deck that extra bit of nasty fellow. I really dig the flavor of this card and the idea of it helping give the idea that the Ring Isle is this massive disjointed chain of islands that is on the edge of the world and reality.
Card Number: 52/185
Notes: Then we have our three blue corrupt witches to gives that witch tribal its nice bit of flavor for both of its flavor. Blue has a more pure control and has the added bonus of giving us some nasty merfolk villains.
Card Number: 53/185
Notes: Here is our small one that has the nifty way for your to reclaim cards as a small bonus. Not much to be said, but it is a solid common.
Card Number: 54/185
Notes: Then we got the big nasty triple stacker burger of the fast food menu of sea witches that gives you powerful control, a little bit of beef when needed, and the ability to take control of most creatures in a pinch. I like the idea the idea of the shallow witch being the most powerful and having a jellyfish as her totem creature.
Card Number: 55/185
Notes: Here is how greed sees its theme play out in your ability to get a card in your hand; it plays out better the more opponents you have to deal with, but has a drawback.
Card Number: 56/185
Notes: Blue needed an aura that blows auras out of the water (no pun intended) and Sting-Guard turns any merfolk into a controlling threat. I love the jellyfish flavor; for me they represent the deadly unending horrors of the deep (they're pretty hard to kill).
Card Number: 57/185
Notes: Anti-levitation makes a nifty sideboard.
Card Number: 58/185
Notes: And here we get some of the abridging themes of the set to the next one; there are other dimensions and planes. I also love the ability for your to draw some cards with a little patience and, for decks about getting cards in your hand, this card has a lot of potential.
And thanks for reading folks; please comment.