Random Card of the Day #197:
Eye for an Eye - WW
Instant
The next time a source of your choice would deal damage to you this turn, instead that source deals that much damage to you and Eye for an Eye deals that much damage to that source's controller.
Initial Thoughts:
An interesting method to draw games against million-damage-Banefires. I think one of my friends wanted to make a mirror-damage deck, where his deck mainly relied on you hitting for large amount, negating the damage, and redirecting it back to you--but most of the time he got killed by 2/2's and 3/3's, not a Blightsteel Colossus.
I like that card, but if it prevented the damage it would be a lot better--but then again, that would be really powerful for a card that only cost 2 mana. A nifty card, but I don't think I or most other players would consider this card. 2/5
Thursday, May 31, 2012
RCotD #196
Random Card of the Day #196:
Wall of Bone - 2B
Creature - Skeleton Wall
Defender
{B}: Regenerate Wall of Bone.
1/4
Initial Thoughts:
A defender. It doesn't win games, but it serves it's purpose in Limited.
That's about all I have to say about it. I really wouldn't bother casting Animate Wall on this. 2/5
Wall of Bone - 2B
Creature - Skeleton Wall
Defender
{B}: Regenerate Wall of Bone.
1/4
Initial Thoughts:
A defender. It doesn't win games, but it serves it's purpose in Limited.
That's about all I have to say about it. I really wouldn't bother casting Animate Wall on this. 2/5
RCotD #195
Random Card of the Day #195:
Plague Wind - 7BB
Sorcery
Destroy all creatures you don't control. They can't be regenerated.
Initial Thoughts:
A little too expensive to see play in duels, especially in a color that doesn't really get non-suicidal mana ramp. But this thing in EDH matches. It is the bomb. No, really. It kicks everyone's ass and often times results in a player losing.
If there was a 9-cost sorcery that would win games, this would be one of the contenders. Like I said, too expensive to see play in any other other format than EDH, but it does what it's supposed to do. 4/5
Plague Wind - 7BB
Sorcery
Destroy all creatures you don't control. They can't be regenerated.
Initial Thoughts:
A little too expensive to see play in duels, especially in a color that doesn't really get non-suicidal mana ramp. But this thing in EDH matches. It is the bomb. No, really. It kicks everyone's ass and often times results in a player losing.
If there was a 9-cost sorcery that would win games, this would be one of the contenders. Like I said, too expensive to see play in any other other format than EDH, but it does what it's supposed to do. 4/5
RCotD #194
Random Card of the Day #194:
Seafarer's Quay - 0
Land
Blue legendary creatures you control have "bands with other legendary creatures."
Initial Thoughts:
What.
No, really. This has to be the worst cycle of lands I have ever seen. It's so specific, and it's wasting a land a drop to get banding instead of mana? 1/5
Seafarer's Quay - 0
Land
Blue legendary creatures you control have "bands with other legendary creatures."
Initial Thoughts:
What.
No, really. This has to be the worst cycle of lands I have ever seen. It's so specific, and it's wasting a land a drop to get banding instead of mana? 1/5
RCotD #193
Random Card of the Day #193:
Benevolent Ancestor - 2W
Creature - Spirit
Defender
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/4
Initial Thoughts:
Reminds me of Reinforced Bulwark. It is now splashable in every deck--as long as you wanted a Defender.
Most of the time I'm against Defenders. They typically lack evasion and power to kill enemy creatures, your opponent can see them coming, and they are subject to creature removal spells.
All to stop--what?-- a 2/2 swinging at you? If you paid the price of a 3-cost defender there was easily a 3-cost removal spell, or counterspell that prevents your opponent from furthering his game, since that obviously what you are doing.
Defenders don't win games, they stall games. And while it may good or maybe even the best card at it, I still wouldn't play the card. 2/5
Benevolent Ancestor - 2W
Creature - Spirit
Defender
{T}: Prevent the next 1 damage that would be dealt to target creature or player this turn.
0/4
Initial Thoughts:
Reminds me of Reinforced Bulwark. It is now splashable in every deck--as long as you wanted a Defender.
Most of the time I'm against Defenders. They typically lack evasion and power to kill enemy creatures, your opponent can see them coming, and they are subject to creature removal spells.
All to stop--what?-- a 2/2 swinging at you? If you paid the price of a 3-cost defender there was easily a 3-cost removal spell, or counterspell that prevents your opponent from furthering his game, since that obviously what you are doing.
Defenders don't win games, they stall games. And while it may good or maybe even the best card at it, I still wouldn't play the card. 2/5
RCotD #192
Random Card of the Day #192:
Fire Covenant - 1BR
Instant
As an additional cost to cast Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
Initial Thoughts:
A suicidal black Fireball that only hits creatures. I mean obviously you can run Stuffy Doll. But outside of "as long as I have more life than my opponent I win" combos, the card serves as a very powerful removal tool in Limited.
You might have to play creatures yourself to get more use out of it, but it's not like that's very hard to do.
Fire Covenant - 1BR
Instant
As an additional cost to cast Fire Covenant, pay X life.
Fire Covenant deals X damage divided as you choose among any number of target creatures.
Initial Thoughts:
A suicidal black Fireball that only hits creatures. I mean obviously you can run Stuffy Doll. But outside of "as long as I have more life than my opponent I win" combos, the card serves as a very powerful removal tool in Limited.
You might have to play creatures yourself to get more use out of it, but it's not like that's very hard to do.
Friday, May 25, 2012
RCotD #191
Random Card of the Day #191:
Spellwild Ouphe - 1G
Creature - Ouphe
Spells that target Spellwild Ouphe cost {2} less to cast.
1/3
Initial Thoughts:
Okay, so a 2-cost 1/3 is about on par. It could potentially win the game slowly. More of a defender, but at least it can attack. And his effect is obviously a huge potential target for Canopy Cover and then all the enchantments/equipment you can fetch out.
Though if I were running an enchantment deck, this guy wouldn't be part of it. It's hard to say because he does lower the cost of everything, but he is still vulnerable to a lot despite his 3 toughness.
Trying to make a deck around this would be wonky. Because obviously you are going to have four of these guys, and to get the best bang for your buck you are going to have overcosted pump spells like Might of Oaks. But then your little creature dude is so vulnerable to a Doom Blade or any other spot removal.
Maybe it could work, but seeing as the most obvious and most popular counterplay: removing creatures is it's weakness, I don't see this card going very far. 3/5
Spellwild Ouphe - 1G
Creature - Ouphe
Spells that target Spellwild Ouphe cost {2} less to cast.
1/3
Initial Thoughts:
Okay, so a 2-cost 1/3 is about on par. It could potentially win the game slowly. More of a defender, but at least it can attack. And his effect is obviously a huge potential target for Canopy Cover and then all the enchantments/equipment you can fetch out.
Though if I were running an enchantment deck, this guy wouldn't be part of it. It's hard to say because he does lower the cost of everything, but he is still vulnerable to a lot despite his 3 toughness.
Trying to make a deck around this would be wonky. Because obviously you are going to have four of these guys, and to get the best bang for your buck you are going to have overcosted pump spells like Might of Oaks. But then your little creature dude is so vulnerable to a Doom Blade or any other spot removal.
Maybe it could work, but seeing as the most obvious and most popular counterplay: removing creatures is it's weakness, I don't see this card going very far. 3/5
RCotD #190
Random Card of the Day #190:
Anthroplasm - 2UU
Creature - Shapeshifter
Anthroplasm enters the battlefield with two +1/+1 counters on it.
{X}, {T}: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
0/0
Initial Thoughts:
Come to think of it, I think we haven't had an {X} cost thing in the RCotD, like, ever. This one is close enough I guess.
It's pretty lackluster when you look at it. A 4-cost 2/2 that's not very splashable. But next turn you can make it a 4/4. It gives you something to do with your mana end of turn at least, plus if you ever need to, you could always have X equal zero to kill it self if for some reason you need a trigger.
I really can't think of anything that goes with this besides Gilder Bairn. Maybe it's really not meant to be broken, and just a nifty effect that is very flavorful to blue. 3/5
Anthroplasm - 2UU
Creature - Shapeshifter
Anthroplasm enters the battlefield with two +1/+1 counters on it.
{X}, {T}: Remove all +1/+1 counters from Anthroplasm and put X +1/+1 counters on it.
0/0
Initial Thoughts:
Come to think of it, I think we haven't had an {X} cost thing in the RCotD, like, ever. This one is close enough I guess.
It's pretty lackluster when you look at it. A 4-cost 2/2 that's not very splashable. But next turn you can make it a 4/4. It gives you something to do with your mana end of turn at least, plus if you ever need to, you could always have X equal zero to kill it self if for some reason you need a trigger.
I really can't think of anything that goes with this besides Gilder Bairn. Maybe it's really not meant to be broken, and just a nifty effect that is very flavorful to blue. 3/5
Wednesday, May 23, 2012
RCotD #189
Random Card of the Day #189:
Atog - 1R
Creature - Atog
Sacrifice an artifact: Atog gets +2/+2 until end of turn.
1/2
Initial Thoughts:
Obviously not good as his brother Psychatog, but definitely the first one to make a lasting impression. The first Atog every printed.
Sacrificing stuff is cool, especially for temporary gains. Combined with obvious Fling/Essence Harvest it could be pretty lethal. Suicide-aggro seems more black in color, but it also seems self-destruction is red.
Pretty outdated compared to today's power creep, but it's still pretty good in the right deck. It may not be top notch, but could still be useful. 3/5
Atog - 1R
Creature - Atog
Sacrifice an artifact: Atog gets +2/+2 until end of turn.
1/2
Initial Thoughts:
Obviously not good as his brother Psychatog, but definitely the first one to make a lasting impression. The first Atog every printed.
Sacrificing stuff is cool, especially for temporary gains. Combined with obvious Fling/Essence Harvest it could be pretty lethal. Suicide-aggro seems more black in color, but it also seems self-destruction is red.
Pretty outdated compared to today's power creep, but it's still pretty good in the right deck. It may not be top notch, but could still be useful. 3/5
Bangchuckers #8
Hey guys with all this diablo 3 sucking in about 80% of the gaming community (including 50% of the SCS staff...guess who <_<) i thought it be a good time to give some love to the casual gamers who take their games as seriously as some of us do...
RCotD #188
Random Card of the Day #188:
Dovescape - 3(U/W)(U/W)(U/W)
Enchantment
Whenever a player casts a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying onto the battlefield, where X is the spell's converted mana cost.
Initial Thoughts:
I think this is the first monocolored hybrid card we've had ever on SCS. Not like it matters much, because this card is pretty insane. To be honest I would run this with Porticullis. Once tokens are exiled they cease to exist so bringing back token doves won't do anything. A weird combo, but it could work.
Other than that, I could see me running this "cannot be countered" spells like Last Word. So first you get your four doves. Then you counter the spell.
Just remember that a Banefire for a million is still lethal. 4/5
Dovescape - 3(U/W)(U/W)(U/W)
Enchantment
Whenever a player casts a noncreature spell, counter that spell. That player puts X 1/1 white and blue Bird creature tokens with flying onto the battlefield, where X is the spell's converted mana cost.
Initial Thoughts:
I think this is the first monocolored hybrid card we've had ever on SCS. Not like it matters much, because this card is pretty insane. To be honest I would run this with Porticullis. Once tokens are exiled they cease to exist so bringing back token doves won't do anything. A weird combo, but it could work.
Other than that, I could see me running this "cannot be countered" spells like Last Word. So first you get your four doves. Then you counter the spell.
Just remember that a Banefire for a million is still lethal. 4/5
Monday, May 21, 2012
MUCMonday #22
Making Up Cards Monday #22:
Once again, apologizing for the missed MUCMonday last week. Our readership has dropped since we've had to take some time off, but I hope I can make it up to you guys by offering some quality cards.
I'm finishing off two of the cycles that I've teased you guys with for over 5 months.
Flame Slinger - 1R
Creature - Wizard
Haste
When Flame Slinger enters the battlefield put a flame counter on target land.
Lands with flame counters on them have “{T}: Add {R} to your mana pool.” and “{T}: Deal 1 damage to target creature or player.”
When Flame Slinger dies, remove all flame counters permanents and deal X damage to target creature or player where X is equal to number of flame counters removed this way.
Yup, the final card in the sun/thought/growth/contagion counters. This is the rare one, not the enchantment cycle. (Obviously)
Flash Healer - 2WW
Creature - Human Cleric
Flash
When Flash Healer enters the battlefield, prevent the next 2 damage that would be dealt to you or a creature you control.
When Flash Healer dies, put target creature with converted mana cost 4 or less on top of it’s owner’s library.
Evoke {2}{W}{W}
The final card in the evoke cycle. I hope you guys enjoy this card.
To the Ground - GGR
Instant
Destroy target artifact or enchantment.
Draw a card.
Technically not a cycle, but there are 5 cards that use three colored mana and do something to those colors respective flavor. You can check out previous MUCMonday archives if you want to see the "cycle". Not all of them are instants.
I hope you guys enjoy the cards I made this week! I'll try to keep up with the website more that I have more free time on my hands.
Once again, apologizing for the missed MUCMonday last week. Our readership has dropped since we've had to take some time off, but I hope I can make it up to you guys by offering some quality cards.
I'm finishing off two of the cycles that I've teased you guys with for over 5 months.
Flame Slinger - 1R
Creature - Wizard
Haste
When Flame Slinger enters the battlefield put a flame counter on target land.
Lands with flame counters on them have “{T}: Add {R} to your mana pool.” and “{T}: Deal 1 damage to target creature or player.”
When Flame Slinger dies, remove all flame counters permanents and deal X damage to target creature or player where X is equal to number of flame counters removed this way.
Yup, the final card in the sun/thought/growth/contagion counters. This is the rare one, not the enchantment cycle. (Obviously)
Flash Healer - 2WW
Creature - Human Cleric
Flash
When Flash Healer enters the battlefield, prevent the next 2 damage that would be dealt to you or a creature you control.
When Flash Healer dies, put target creature with converted mana cost 4 or less on top of it’s owner’s library.
Evoke {2}{W}{W}
The final card in the evoke cycle. I hope you guys enjoy this card.
To the Ground - GGR
Instant
Destroy target artifact or enchantment.
Draw a card.
Technically not a cycle, but there are 5 cards that use three colored mana and do something to those colors respective flavor. You can check out previous MUCMonday archives if you want to see the "cycle". Not all of them are instants.
I hope you guys enjoy the cards I made this week! I'll try to keep up with the website more that I have more free time on my hands.
RCotD #187
Random Card of the Day #187:
Nikko-Onna - 2W
Creature - Spirit
When Nikko-Onna enters the battlefield, destroy target enchantment.
Whenever you cast a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand.
2/2
Initial Thoughts:
At first I read that and I was like "Oh, that's cool. Some flavor on spirits destroying enchantments."
Then of course there's Enchanted Evening. I might not have to explain any further.
It does somewhat remind me of a recent game I had where my opponent use Naturalize/Ancient Grudge on my lands with Liquimetal Coating. Later on in the game it wasn't just lands, it was any permanent. Man, that was an annoying game.
But that's a different combo. As for this card, I suspect it was pretty good in Limited. First of all, it can bounce itself. A 3-cost 2/2 is a little underpar but because it can bounce itself with Instant Arcanes like Consuming Vortex or Reach through the Mists can bounce it, getting it out of Harm's Way.
A pretty versatile card. It would require some deck building around this and other cards like it--but I could definitely see it working. 4/5
Nikko-Onna - 2W
Creature - Spirit
When Nikko-Onna enters the battlefield, destroy target enchantment.
Whenever you cast a Spirit or Arcane spell, you may return Nikko-Onna to its owner's hand.
2/2
Initial Thoughts:
At first I read that and I was like "Oh, that's cool. Some flavor on spirits destroying enchantments."
Then of course there's Enchanted Evening. I might not have to explain any further.
It does somewhat remind me of a recent game I had where my opponent use Naturalize/Ancient Grudge on my lands with Liquimetal Coating. Later on in the game it wasn't just lands, it was any permanent. Man, that was an annoying game.
But that's a different combo. As for this card, I suspect it was pretty good in Limited. First of all, it can bounce itself. A 3-cost 2/2 is a little underpar but because it can bounce itself with Instant Arcanes like Consuming Vortex or Reach through the Mists can bounce it, getting it out of Harm's Way.
A pretty versatile card. It would require some deck building around this and other cards like it--but I could definitely see it working. 4/5
RCotD #186
Random Card of the Day #186:
Rukh Egg - 3R
Creature - Bird
When Rukh Egg dies, put a 4/4 red Bird creature token with flying onto the battlefield at the beginning of the next end step.
0/3
Initial Thoughts:
Card #2 I missed. I would be asking Lolzor to do some of these, but I feel he would be too busy playing Diablo 3 to even be bothered.
As for this card, the first card I think of (and you probably do too) is Roc Egg. Hell they are even pronounced similarly. From the times that I have played with Roc Egg, I can say that it is very hard to get it to die. No, really. Your opponent can easily see it coming and wont swing into it unless they have a transformed Ludevic's Abomination or something similar. It doesn't have flying and for a four-cost defender it's pretty bad. Even Roc Egg is lacking.
In limited Roc Egg is pretty good, but it's still somewhat difficult to trigger, and it takes an uncommon slot. If I opened a sealed and got this card as one of my rares, I would be pretty mad. Good news though, it doesn't have defender. Which means equipment makes it somewhat useful.
Limited: 3/5
Constructed: 2/5
Rukh Egg - 3R
Creature - Bird
When Rukh Egg dies, put a 4/4 red Bird creature token with flying onto the battlefield at the beginning of the next end step.
0/3
Initial Thoughts:
Card #2 I missed. I would be asking Lolzor to do some of these, but I feel he would be too busy playing Diablo 3 to even be bothered.
As for this card, the first card I think of (and you probably do too) is Roc Egg. Hell they are even pronounced similarly. From the times that I have played with Roc Egg, I can say that it is very hard to get it to die. No, really. Your opponent can easily see it coming and wont swing into it unless they have a transformed Ludevic's Abomination or something similar. It doesn't have flying and for a four-cost defender it's pretty bad. Even Roc Egg is lacking.
In limited Roc Egg is pretty good, but it's still somewhat difficult to trigger, and it takes an uncommon slot. If I opened a sealed and got this card as one of my rares, I would be pretty mad. Good news though, it doesn't have defender. Which means equipment makes it somewhat useful.
Limited: 3/5
Constructed: 2/5
RCotD #185
Random Card of the Day #185:
Forest - 0
Basic Land - Forest
{T}: Add {G} to your mana pool.
Initial Thoughts:
Firstly, I want to apologize for skipping the cards this weekend. I've been pretty busy with thing in real life, so I'll try and to some catch-up work.
It's a forest. Basically an amazing card. If you are using green mana you are probably using this card--not only because it provides green mana, but because it is also a basic land, which many ramp and fetch cards search out for them. 5/5
Forest - 0
Basic Land - Forest
{T}: Add {G} to your mana pool.
Initial Thoughts:
Firstly, I want to apologize for skipping the cards this weekend. I've been pretty busy with thing in real life, so I'll try and to some catch-up work.
It's a forest. Basically an amazing card. If you are using green mana you are probably using this card--not only because it provides green mana, but because it is also a basic land, which many ramp and fetch cards search out for them. 5/5
Saturday, May 19, 2012
IPotW #21
Interesting Play of the Week #21:
Hey guys, this week I didn't have any good games of magic, so instead I will type out the godhand I had.
T1: Mountain
T2: Forest
T3: Mountain, Kiln Fiend
T4: Forest, Sylvan Ranger searching for an Island.
T5: Mountain, swing for 1, Kiln Fiend #2
T6: Island, Cultivate putting an Island on the battlefield and a Forest in hand.
T7: Punishing Fire the Sylvan Ranger. Assault Strobe the Kiln Fiend, swing for 21.
Basically it was a godhand. This was in the Duel of the Planeswalkers because I was so tired of everyone everyone playing the mana-ramp-until-Ulamog-or-Kozilek style of play that everyone seems to play. So I built the fastest deck possible.
Yup. Most interesting play of the week is four turns long. Lesson learned: don't let Kiln Fiend resolve. I've also won games by casting Fireball for zero, just to get Kiln Fiend triggers.
Hey guys, this week I didn't have any good games of magic, so instead I will type out the godhand I had.
T1: Mountain
T2: Forest
T3: Mountain, Kiln Fiend
T4: Forest, Sylvan Ranger searching for an Island.
T5: Mountain, swing for 1, Kiln Fiend #2
T6: Island, Cultivate putting an Island on the battlefield and a Forest in hand.
T7: Punishing Fire the Sylvan Ranger. Assault Strobe the Kiln Fiend, swing for 21.
Basically it was a godhand. This was in the Duel of the Planeswalkers because I was so tired of everyone everyone playing the mana-ramp-until-Ulamog-or-Kozilek style of play that everyone seems to play. So I built the fastest deck possible.
Yup. Most interesting play of the week is four turns long. Lesson learned: don't let Kiln Fiend resolve. I've also won games by casting Fireball for zero, just to get Kiln Fiend triggers.
Friday, May 18, 2012
RCotD #184
Random Card of the Day #184:
Disciple of Law - 1W
Creature - Human Cleric
Protection from Red
Cycling {2}
1/2
Initial Thoughts:
I'm not sure the use of this card. It's low power makes it difficult to win games, and it's toughness is too low to consider being a defender. At least it's got cycling so I suppose you can always pitch it.
But it doesn't win games. Against a red matchup, it's going to stop those Lightning Elementals I suppose, but I almost see no reason to play this over Kor Firewalker. I mean, it's less splashable, but at least the Firewalker will have a way more stronger impact on the game.
I want to give it a 1/5, but it can at least get the card beneath it, and its protection might be relevant in some match ups. So I'll give it a 2/5
Disciple of Law - 1W
Creature - Human Cleric
Protection from Red
Cycling {2}
1/2
Initial Thoughts:
I'm not sure the use of this card. It's low power makes it difficult to win games, and it's toughness is too low to consider being a defender. At least it's got cycling so I suppose you can always pitch it.
But it doesn't win games. Against a red matchup, it's going to stop those Lightning Elementals I suppose, but I almost see no reason to play this over Kor Firewalker. I mean, it's less splashable, but at least the Firewalker will have a way more stronger impact on the game.
I want to give it a 1/5, but it can at least get the card beneath it, and its protection might be relevant in some match ups. So I'll give it a 2/5
RCotD #183
Random Card of the Day #183:
Sleight of Hand - U
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Initial Thoughts:
I would consider this strictly worse than Preordain. On the plus side you don't "draw" the cards, you put them into your hand, which means it gets around Zur's Weirding and Underworld Dreams. But if you look at both the cards and want to keep both, you can't, you must send one away to the bottom.
It's a good card, and saying something is "strictly worse" is probably wrong, but I would not play this card over Preordain or Ponder. I guess it's okay considering I play Telling Time.
4/5 because I can see it's potential in many other decks, it it's sift is actually pretty powerful, even at just the cost of U. But I still feel almost nothing holds a candle to Ponder. Maybe Brainstorm. Maybe.
Sleight of Hand - U
Sorcery
Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
Initial Thoughts:
I would consider this strictly worse than Preordain. On the plus side you don't "draw" the cards, you put them into your hand, which means it gets around Zur's Weirding and Underworld Dreams. But if you look at both the cards and want to keep both, you can't, you must send one away to the bottom.
It's a good card, and saying something is "strictly worse" is probably wrong, but I would not play this card over Preordain or Ponder. I guess it's okay considering I play Telling Time.
4/5 because I can see it's potential in many other decks, it it's sift is actually pretty powerful, even at just the cost of U. But I still feel almost nothing holds a candle to Ponder. Maybe Brainstorm. Maybe.
RCotD #182
Random Card of the Day #182:
Skyshroud Archer - G
Creature - Elf Archer
{T}: Target creature with flying gets -1/-1 until end of turn.
1/1
Initial Thoughts:
A pretty good anti-flier one drop. I hope this gets reprinted in a core set (or at least Scattershot Archer) if only so its super useful in drafts. I lost so many games to Stormfront Pegasus or Vampire Interloper.
3/5, which is pretty good considering most one-drops are considered "trash" by others.
Skyshroud Archer - G
Creature - Elf Archer
{T}: Target creature with flying gets -1/-1 until end of turn.
1/1
Initial Thoughts:
A pretty good anti-flier one drop. I hope this gets reprinted in a core set (or at least Scattershot Archer) if only so its super useful in drafts. I lost so many games to Stormfront Pegasus or Vampire Interloper.
3/5, which is pretty good considering most one-drops are considered "trash" by others.
Wednesday, May 16, 2012
RCotD #181
Random Card of the Day #181:
Alluring Siren - 1U
Creature - Siren
{T}: Target creature an opponent controls attacks you this turn if able.
1/1
Initial Thoughts:
I used to run this card with Royal Assassin until I got Tideforce Elemental. It's okay. If it was in red it might be a lot more powerful.
There isn't much to say about this card. It's good for the tricks it does but your opponent can easily see it coming, allowing a lot more counterplay. Even in Limited it's kind of lacking. It can be used to break stalemates though. 3/5
Alluring Siren - 1U
Creature - Siren
{T}: Target creature an opponent controls attacks you this turn if able.
1/1
Initial Thoughts:
I used to run this card with Royal Assassin until I got Tideforce Elemental. It's okay. If it was in red it might be a lot more powerful.
There isn't much to say about this card. It's good for the tricks it does but your opponent can easily see it coming, allowing a lot more counterplay. Even in Limited it's kind of lacking. It can be used to break stalemates though. 3/5
Monday, May 14, 2012
RCotD #180
Random Card of the Day #180:
Mindbreak Trap - 2UU
Instant - Trap
If an opponent cast three or more spells this turn, you may pay {0} rather than pay Mindbreak Trap's mana cost.
Exile any number of target spells.
Initial Thoughts:
The one card that broke storm decks. The one card that deals with everything. The one card that counters everything "uncounterable".
I have a japanese version of this card, and I am a proud owner of it. I mean sure, you can compare it to Counterspell, the most basic of it's kind--which was actually deemed "too powerful" to ever be reprinted again.
So the next runner-up would have been Cancel, but it is deemed too weak. Dissipate seems to be the card that everyone holds to for a 3 converted mana cost counterspell. But for 4 mana costs? Last Word? Cryptic Command? Quash? By the time you hit 4 mana cost spells the utility of good counterspells practically skyrockets. That's why this spell costs 4. Or at least most of the time it costs 4. It exiles spells instead of putting them in the graveyard, it can exile multiple spells (which is one of the reasons why Double Negative was printed.) and sometimes it can be free.
Depending on the format, this is either a good counterspell or the best fucking sideboard in the game. Yes, it counters Thrun, the Last Troll and Banefire.
Your opponent is playing a Tendrils of Agony storm deck? Dragonstorm? I do feel kind of bad that a single card shuts down an entire archetype for the meta, but I guess that just goes to show how powerful this card is. 5/5
Mindbreak Trap - 2UU
Instant - Trap
If an opponent cast three or more spells this turn, you may pay {0} rather than pay Mindbreak Trap's mana cost.
Exile any number of target spells.
Initial Thoughts:
The one card that broke storm decks. The one card that deals with everything. The one card that counters everything "uncounterable".
I have a japanese version of this card, and I am a proud owner of it. I mean sure, you can compare it to Counterspell, the most basic of it's kind--which was actually deemed "too powerful" to ever be reprinted again.
So the next runner-up would have been Cancel, but it is deemed too weak. Dissipate seems to be the card that everyone holds to for a 3 converted mana cost counterspell. But for 4 mana costs? Last Word? Cryptic Command? Quash? By the time you hit 4 mana cost spells the utility of good counterspells practically skyrockets. That's why this spell costs 4. Or at least most of the time it costs 4. It exiles spells instead of putting them in the graveyard, it can exile multiple spells (which is one of the reasons why Double Negative was printed.) and sometimes it can be free.
Depending on the format, this is either a good counterspell or the best fucking sideboard in the game. Yes, it counters Thrun, the Last Troll and Banefire.
Your opponent is playing a Tendrils of Agony storm deck? Dragonstorm? I do feel kind of bad that a single card shuts down an entire archetype for the meta, but I guess that just goes to show how powerful this card is. 5/5
RCotD #179
Random Card of the Day #177:
Orcish Artillery - 1RR
Creature - Orc Warrior
{T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.
1/3
Initial Thoughts:
I'd still consider Goblin Artillery better only for its creature types. Goblins are much more supported--not to mention I haven't seen an Orc syngery card yet.
But as for either of those cards, I still think they are absolutely amazing in limited. The last card that tried this was Goblin Bangchuckers. But outside of drafting or sealed, it really doesn't break the game. Other cards like Goblin Sharpshooter clearly have a clause that was designed for machine-gunning down everything on the field.
It's a decent card, but I wouldn't play it.
Limited: 3/5
Constructed: 2/5
Orcish Artillery - 1RR
Creature - Orc Warrior
{T}: Orcish Artillery deals 2 damage to target creature or player and 3 damage to you.
1/3
Initial Thoughts:
I'd still consider Goblin Artillery better only for its creature types. Goblins are much more supported--not to mention I haven't seen an Orc syngery card yet.
But as for either of those cards, I still think they are absolutely amazing in limited. The last card that tried this was Goblin Bangchuckers. But outside of drafting or sealed, it really doesn't break the game. Other cards like Goblin Sharpshooter clearly have a clause that was designed for machine-gunning down everything on the field.
It's a decent card, but I wouldn't play it.
Limited: 3/5
Constructed: 2/5
Sunday, May 13, 2012
RCotD #178
Random Card of the Day #178:
Stone Rain - 2R
Instant
Destroy target land
Initial Thoughts:
Well as I sit here watching the pro tour...I noticed Sefahs comments about my hate of buy back...and yes I do hate it but the karma for sneaking that in is now I get to gush about this card.
SSSSSTTTTTTOOOOOONNNNEEEEE RAIN! I am a sucker for good land destruction and this is it...the only card better is Sink Hole and even still this is more splashable. Unfortunately wizards determined land destruction anti-fun...so all recent ones are very meh, but this on turn 3 is devastating. It kills a priority land, it slows down your opponent, its screws up a curve, just great. It is usually viable at most stages of the game and its good in both EDH and constructed. This is a go to card for me with the likes of Boom/Bust being another great card. Sefah's gong to hate this but... 5/5
Stone Rain - 2R
Instant
Destroy target land
Initial Thoughts:
Well as I sit here watching the pro tour...I noticed Sefahs comments about my hate of buy back...and yes I do hate it but the karma for sneaking that in is now I get to gush about this card.
SSSSSTTTTTTOOOOOONNNNEEEEE RAIN! I am a sucker for good land destruction and this is it...the only card better is Sink Hole and even still this is more splashable. Unfortunately wizards determined land destruction anti-fun...so all recent ones are very meh, but this on turn 3 is devastating. It kills a priority land, it slows down your opponent, its screws up a curve, just great. It is usually viable at most stages of the game and its good in both EDH and constructed. This is a go to card for me with the likes of Boom/Bust being another great card. Sefah's gong to hate this but... 5/5
Friday, May 11, 2012
RCotD #177
Random Card of the Day #177:
Reiterate - 1RR
Instant
Buyback {3}
Copy target instant or sorcery spell. You may choose new targets for the copy.
Initial Thoughts:
Man, such a good card. Lolzor would come in here and bash down Buyback cards to no end, but I like them.
Sure, you can play Reverberate or Fork. Compared to that card, you are paying {4} to buyback, or really just buying {1} for the option to buyback that card.
For the same reason I prefer Capsize over Boomerang despite the huge cost increase--it's the extra option of being able to do something with extra mana. However, it is important to note that paying {1} more might be relevant in a lot of games, especially in red.
Despite that, it doesn't make the card awful. It doesn't make it particularly amazing except in EDH--which is where I use this card. 4/5
Reiterate - 1RR
Instant
Buyback {3}
Copy target instant or sorcery spell. You may choose new targets for the copy.
Initial Thoughts:
Man, such a good card. Lolzor would come in here and bash down Buyback cards to no end, but I like them.
Sure, you can play Reverberate or Fork. Compared to that card, you are paying {4} to buyback, or really just buying {1} for the option to buyback that card.
For the same reason I prefer Capsize over Boomerang despite the huge cost increase--it's the extra option of being able to do something with extra mana. However, it is important to note that paying {1} more might be relevant in a lot of games, especially in red.
Despite that, it doesn't make the card awful. It doesn't make it particularly amazing except in EDH--which is where I use this card. 4/5
RCotD #176
Random Card of the Day #176:
Hell's Caretaker - 3B
Creature - Horror
{T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate this ability only during your upkeep.
1/1
Initial Thoughts:
Since Lolzor didn't do it, and I have a little time, I'll do his job for a couple of cards:
[5/10/2012 4:15:30 PM] Lolzor: well yea
[5/10/2012 4:15:49 PM] Lolzor: random card
[5/10/2012 4:15:52 PM] Lolzor: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1444
[5/10/2012 4:15:53 PM] Lolzor: i liek it
[5/10/2012 4:16:22 PM] Sefah: scheduled rise from the grave for token decks
[5/10/2012 4:16:35 PM] Sefah: or not a token deck
[5/10/2012 4:16:41 PM] Sefah: but a balance between tokens and creatures
[5/10/2012 4:16:47 PM] Lolzor: enter/leave battle field effects too
[5/10/2012 4:17:19 PM] Sefah: i could just imagine
[5/10/2012 4:17:23 PM] Sefah: this with like fiend hunter
[5/10/2012 4:17:30 PM] Sefah: or specifically, two of these with fiend hunter
[5/10/2012 4:18:32 PM] Lolzor: i was thinking more sinister
[5/10/2012 4:18:34 PM] Sefah: tap A, get out fiend hunter, in response to fiend hunters triggered ability on entering, after you choose a target, activate B. fiend hunters leave the battlefield will trigger first, then it will be exiled since its ability isnt countered by resolution of it existing
[5/10/2012 4:18:42 PM] Sefah: each upkeep reads: exile target creature
[5/10/2012 4:18:56 PM] Lolzor: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=78590
[5/10/2012 4:18:58 PM] Sefah: with one temporary exiled
[5/10/2012 4:19:01 PM] Lolzor: like cycling 2 of those
[5/10/2012 4:19:42 PM] Lolzor: get 2 in the graveyard sac onccreature
[5/10/2012 4:19:50 PM] Lolzor: then every turn sac one for the other
[5/10/2012 4:19:55 PM | Edited 4:20:02 PM] Lolzor: perma locked
[5/10/2012 4:20:11 PM] Sefah: 5 permanents locked*
[5/10/2012 4:20:29 PM] Lolzor: except they will skip[ every untap stpe
[5/10/2012 4:20:34 PM] Lolzor: and u can tap different permanents
[5/10/2012 4:20:38 PM] Lolzor: so
[5/10/2012 4:20:40 PM] Lolzor: perma locked
[5/10/2012 4:20:44 PM] Sefah: ah
[5/10/2012 4:20:50 PM] Sefah: or
[5/10/2012 4:20:52 PM] Sefah: this guy:
[5/10/2012 4:20:54 PM] Sefah: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214360
[5/10/2012 4:20:59 PM] Sefah: with time warp in a graveyard
[5/10/2012 4:21:39 PM] Lolzor: rofl
[5/10/2012 4:22:23 PM] Lolzor: can i screenshot this convo
[5/10/2012 4:22:28 PM] Lolzor: and dro pa 4/5 at the end
[5/10/2012 4:22:35 PM] Lolzor: article written
[5/10/2012 4:22:36 PM] Sefah: go for it
[5/10/2012 4:22:42 PM] Lolzor: lol
[5/10/2012 4:22:54 PM] Lolzor: cuz we basically just revied the card
[5/10/2012 4:22:54 PM] Sefah: including the taco bell bit?
[5/10/2012 4:22:58 PM] Lolzor: hahah
[5/10/2012 4:24:15 PM] Sefah: heres a cool card, heres how it was intended how to be played, now this is how we break it
4/5
Hell's Caretaker - 3B
Creature - Horror
{T}, Sacrifice a creature: Return target creature card from your graveyard to the battlefield. Activate this ability only during your upkeep.
1/1
Initial Thoughts:
Since Lolzor didn't do it, and I have a little time, I'll do his job for a couple of cards:
[5/10/2012 4:15:30 PM] Lolzor: well yea
[5/10/2012 4:15:49 PM] Lolzor: random card
[5/10/2012 4:15:52 PM] Lolzor: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1444
[5/10/2012 4:15:53 PM] Lolzor: i liek it
[5/10/2012 4:16:22 PM] Sefah: scheduled rise from the grave for token decks
[5/10/2012 4:16:35 PM] Sefah: or not a token deck
[5/10/2012 4:16:41 PM] Sefah: but a balance between tokens and creatures
[5/10/2012 4:16:47 PM] Lolzor: enter/leave battle field effects too
[5/10/2012 4:17:19 PM] Sefah: i could just imagine
[5/10/2012 4:17:23 PM] Sefah: this with like fiend hunter
[5/10/2012 4:17:30 PM] Sefah: or specifically, two of these with fiend hunter
[5/10/2012 4:18:32 PM] Lolzor: i was thinking more sinister
[5/10/2012 4:18:34 PM] Sefah: tap A, get out fiend hunter, in response to fiend hunters triggered ability on entering, after you choose a target, activate B. fiend hunters leave the battlefield will trigger first, then it will be exiled since its ability isnt countered by resolution of it existing
[5/10/2012 4:18:42 PM] Sefah: each upkeep reads: exile target creature
[5/10/2012 4:18:56 PM] Lolzor: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=78590
[5/10/2012 4:18:58 PM] Sefah: with one temporary exiled
[5/10/2012 4:19:01 PM] Lolzor: like cycling 2 of those
[5/10/2012 4:19:42 PM] Lolzor: get 2 in the graveyard sac onccreature
[5/10/2012 4:19:50 PM] Lolzor: then every turn sac one for the other
[5/10/2012 4:19:55 PM | Edited 4:20:02 PM] Lolzor: perma locked
[5/10/2012 4:20:11 PM] Sefah: 5 permanents locked*
[5/10/2012 4:20:29 PM] Lolzor: except they will skip[ every untap stpe
[5/10/2012 4:20:34 PM] Lolzor: and u can tap different permanents
[5/10/2012 4:20:38 PM] Lolzor: so
[5/10/2012 4:20:40 PM] Lolzor: perma locked
[5/10/2012 4:20:44 PM] Sefah: ah
[5/10/2012 4:20:50 PM] Sefah: or
[5/10/2012 4:20:52 PM] Sefah: this guy:
[5/10/2012 4:20:54 PM] Sefah: http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214360
[5/10/2012 4:20:59 PM] Sefah: with time warp in a graveyard
[5/10/2012 4:21:39 PM] Lolzor: rofl
[5/10/2012 4:22:23 PM] Lolzor: can i screenshot this convo
[5/10/2012 4:22:28 PM] Lolzor: and dro pa 4/5 at the end
[5/10/2012 4:22:35 PM] Lolzor: article written
[5/10/2012 4:22:36 PM] Sefah: go for it
[5/10/2012 4:22:42 PM] Lolzor: lol
[5/10/2012 4:22:54 PM] Lolzor: cuz we basically just revied the card
[5/10/2012 4:22:54 PM] Sefah: including the taco bell bit?
[5/10/2012 4:22:58 PM] Lolzor: hahah
[5/10/2012 4:24:15 PM] Sefah: heres a cool card, heres how it was intended how to be played, now this is how we break it
4/5
Wednesday, May 9, 2012
Bangchuckers #7
Short one this week guy, Cj's bro is in it...so that's cool. Hopefully a return to longer ones next week
Mewtwo
Travel Times
Hey guys, in regards to what Sefah said in the MUCMonday...I did drop the ball. He had asked me to do this weekends random cards and unfortunately it came at the same time as my new job...I agreed and then got busy so we missed the cards. Instead of going back and doing like 4 cards though Im just going to pick up from here, I will be writing for the next few days so enjoy.
RCotD #175
Random Card of the Day #175:
Tidal Kraken - 5UUU
Creature - Kraken
Tidal Kraken is unblockable
6/6
Initial Thoughts:
I wish I could write about this card...but there really is nothing its an 8 cost the wins games...there's no combo, there's no tricks, just if they dont deal with it you win. There are better 8 costs and worse ones.
3/5
Tidal Kraken - 5UUU
Creature - Kraken
Tidal Kraken is unblockable
6/6
Initial Thoughts:
I wish I could write about this card...but there really is nothing its an 8 cost the wins games...there's no combo, there's no tricks, just if they dont deal with it you win. There are better 8 costs and worse ones.
3/5
Tuesday, May 8, 2012
MUCMonday #21
Making Up Cards Monday #21:
Unfortunately, I've been pretty busy as of late, so I apologize on behalf of Snow Covered Swamp falling behind on our articles. To be fair, I put all the blame on Lolzor since he was in charge. Furthermore, I am continuing to put Lolzor in charge until I have time.
Because of this, you get a bunch of half finished cards because I have to travel places. The card concepts exists, it might be missing flavor text and pictures, but they are still pretty decent ideas.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Unfortunately, I've been pretty busy as of late, so I apologize on behalf of Snow Covered Swamp falling behind on our articles. To be fair, I put all the blame on Lolzor since he was in charge. Furthermore, I am continuing to put Lolzor in charge until I have time.
Because of this, you get a bunch of half finished cards because I have to travel places. The card concepts exists, it might be missing flavor text and pictures, but they are still pretty decent ideas.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Armored Veteran - 4W
Read the excerpt at the top, it explains half-finished cards.
Friday, May 4, 2012
IPotW #21
Interesting Play of the Week #21:
I feel somewhat proud of this game. I wanted to make a truly douche-not-fun-to-play-or-play against deck. It's actually a fairly weak deck and has almost no win conditions, but it plays out well in most of its games.
It's got about 12 counterspells and 12 bounces. It's really not fun.
I lose the die roll so I'm on the draw, and I keep my opening hand of Druidic Satchel, Dissipate, Dissipate, Mind Control, Swamp, Island, Island
T1: Evolving Wilds
T2: Island, end of turn sac. Evolving Wilds
T3: Island, Avacyn's Pilgrim, Ponder choosing to shuffle
T4: Plains, Gideon's Avenger
T5: Island, Druidic Satchel
T6: Llanowar Elves
T7: Island
T8: Plains, Caged Sun, resp. Dissipate. He ends his turn. I'm confused about why he's not attacking.
T9: Swamp, Mind Control on Gideon's Lawkeeper
T10: Forest, Drogskol Captain, resp. Dissipate
T11: Taps down my Avenger, giving him a +1/+1 counter to stop him from attacking.
T12: Island, swing for 2, leaving Gideon's Lawkeeper to be able to tap me down. End of turn Tragic Slip on the Lawkeeper.
T13: Swing for 5.
T14: Forest, swing for 2.
T15: Swing for 7.
T16: Island. He tries to Ponder, he has 2 cards in hand. So I Frightful Delusion. He discards his other card which was Increasing Devotion. He Ponder's out a Gather the Townsfolk but it is met with another Dissipate.
T17: Swing, he chump blocks.
T18: Plains, end of turn Tragic Slip the Llanowar Elves.
T19: Swing for game.
Somewhat of a one-sided match, but it really got me to respect Frightful Delusion. It's very tricky spell. When you play again a blue deck, you want them to counter the first spell so it acts as "bait" for your real spell. So in this case, he was saving the card that would help him, but ended up being discarded because of Frightful Delusion.
I will be typing up last week's IPotW #20 since I have the time. Be sure to check it out and I apologize for being so late on it. Come back on Monday for MUCMonday!
I feel somewhat proud of this game. I wanted to make a truly douche-not-fun-to-play-or-play against deck. It's actually a fairly weak deck and has almost no win conditions, but it plays out well in most of its games.
It's got about 12 counterspells and 12 bounces. It's really not fun.
I lose the die roll so I'm on the draw, and I keep my opening hand of Druidic Satchel, Dissipate, Dissipate, Mind Control, Swamp, Island, Island
T1: Evolving Wilds
T2: Island, end of turn sac. Evolving Wilds
T3: Island, Avacyn's Pilgrim, Ponder choosing to shuffle
T4: Plains, Gideon's Avenger
T5: Island, Druidic Satchel
T6: Llanowar Elves
T7: Island
T8: Plains, Caged Sun, resp. Dissipate. He ends his turn. I'm confused about why he's not attacking.
T9: Swamp, Mind Control on Gideon's Lawkeeper
T10: Forest, Drogskol Captain, resp. Dissipate
T11: Taps down my Avenger, giving him a +1/+1 counter to stop him from attacking.
T12: Island, swing for 2, leaving Gideon's Lawkeeper to be able to tap me down. End of turn Tragic Slip on the Lawkeeper.
T13: Swing for 5.
T14: Forest, swing for 2.
T15: Swing for 7.
T16: Island. He tries to Ponder, he has 2 cards in hand. So I Frightful Delusion. He discards his other card which was Increasing Devotion. He Ponder's out a Gather the Townsfolk but it is met with another Dissipate.
T17: Swing, he chump blocks.
T18: Plains, end of turn Tragic Slip the Llanowar Elves.
T19: Swing for game.
Somewhat of a one-sided match, but it really got me to respect Frightful Delusion. It's very tricky spell. When you play again a blue deck, you want them to counter the first spell so it acts as "bait" for your real spell. So in this case, he was saving the card that would help him, but ended up being discarded because of Frightful Delusion.
I will be typing up last week's IPotW #20 since I have the time. Be sure to check it out and I apologize for being so late on it. Come back on Monday for MUCMonday!
Thursday, May 3, 2012
RCotD #174
Random Card of the Day #174:
Cardname - COST
Card type
Card text
P/T
Initial Thoughts:
It seems that our random card user is down for the next several hours until tomorrow.
So by a series of unfortunate events, there will be no RCotD #174. I guess this gives me a bunch of time to work on my IPotW.
"Wizards.com is down for routine server maintenance. The website will return after 8:00 AM PST.
If you would like further information about our scheduled maintenance, consult the Customer Service Knowledge Base.
We apologize for the inconvenience and thank you for your patience!"
Cardname - COST
Card type
Card text
P/T
Initial Thoughts:
It seems that our random card user is down for the next several hours until tomorrow.
So by a series of unfortunate events, there will be no RCotD #174. I guess this gives me a bunch of time to work on my IPotW.
"Wizards.com is down for routine server maintenance. The website will return after 8:00 AM PST.
If you would like further information about our scheduled maintenance, consult the Customer Service Knowledge Base.
We apologize for the inconvenience and thank you for your patience!"
Wednesday, May 2, 2012
RCotD #173
Random Card of the Day #173:
Esper Charm - WUB
Instant
Choose one — Destroy target enchantment; or draw two cards; or target player discards two cards.
Initial Thoughts:
One of the few instant speed discards. A truly amazing card. Actually all of the shard charms are quite frankly amazing. They are all so versatile because of their mode changes and in the event of a Twincast or Reverberate, copied spells must use the same mode chosen.
As a joke I used this card to make a dubstep discard deck--because of espers colors: WUBWUBWUB. The card itself is amazing. I feel I don't even have to sing it's praise, all you really have to do is read the card and you know how much you can do with it. 4/5
Esper Charm - WUB
Instant
Choose one — Destroy target enchantment; or draw two cards; or target player discards two cards.
Initial Thoughts:
One of the few instant speed discards. A truly amazing card. Actually all of the shard charms are quite frankly amazing. They are all so versatile because of their mode changes and in the event of a Twincast or Reverberate, copied spells must use the same mode chosen.
As a joke I used this card to make a dubstep discard deck--because of espers colors: WUBWUBWUB. The card itself is amazing. I feel I don't even have to sing it's praise, all you really have to do is read the card and you know how much you can do with it. 4/5
Tuesday, May 1, 2012
RCotD #172
Random Card of the Day #172:
Blistering Barrier - 2R
Creature - Wall
Defender
5/2
Initial Thoughts:
Two boring cards in a row. Well, this card isn't exactly boring. I mean it's a 5/2 for 3 mana, which is pretty amazing, but it has Defender--which makes it less interesting since it doesn't win games. Or you could Animate Wall.
I also suppose it was somewhat "reprinted" in M12 as Wall of Torches. High power/low toughness defender meant to kill something. Perfect in limited, but in constructed it is really lacking.
Limited: 3/5
Constructed: 2/5
Blistering Barrier - 2R
Creature - Wall
Defender
5/2
Initial Thoughts:
Two boring cards in a row. Well, this card isn't exactly boring. I mean it's a 5/2 for 3 mana, which is pretty amazing, but it has Defender--which makes it less interesting since it doesn't win games. Or you could Animate Wall.
I also suppose it was somewhat "reprinted" in M12 as Wall of Torches. High power/low toughness defender meant to kill something. Perfect in limited, but in constructed it is really lacking.
Limited: 3/5
Constructed: 2/5
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