Flash auras are always something that I’ve been keen with, since they run less risk and act more like a combat trick with lingering advantage. +1/+2 is barely high enough impact to be worth playing, I think. You can force difficult decisions from your opponent in aggressive decks from the threat of activation, and against aggro this 1 mana 1/3 is doing a great job of holding things up at a cost that doesn’t slow your curve. This sort of card actually plays decently in every deck. It’s very difficult to attack into 4 open mana for this reason, but 4 open mana is quite a bit and readable. I like the aggressive option early and think this will be a nice 2-drop for a lot of white decks.Īnother massive headache to play around considering +1/+3 is huge in Orzhov token decks as suddenly all the Spirits that got in for damage are untapped and blocking as 2/4s. That comes later though, when Caracal is already falling off a bit. Basically treat it like Mausoleum Guard in Innistrad drafting. I loved Mausoleum Guard in Innistrad and this is almost certainly an upgrade, which is needed for today’s level of creature. The fact that you don’t get the creatures back quickly is a huge detriment.Ī half card plus a whole card is 1.5 cards, and despite the fact that Ministrant is slow, the value is there. It would be good but not great for 1 less mana, but 5 is too much.Ĭute with ETB synergy but this is mostly a 5 mana 4/5 vigilance, which is certainly playable but not crazy. 5 mana 3/3 is just not an acceptable body, the ability is nice but not that great, and the afterlife is a bit minor. Changing combat math is better than minor trickery. My question is if this is better than just running Arrester’s Zeal and I’m saying no. When it plays big though, it plays quite well as a nice way to win races and eat creatures. Is my creature big enough to eat their guy? Can it do so without risk? If this goes wrong, you can easily 2-for-1 yourself. It doesn’t pump your creature and costs 2 mana, so that adds a lot of situational components. Nothing crazy but certainly in the right place. Either way, you’re looking at a nice 2/2 for 2 that helps you win races or stall. One multicolored spell makes this great, it is already good on the curve which is important.Īggro decks want this, slower decks want this. Fills the curve fine though as a late pick. Underwhelming, 3 mana 3/2 is slightly the going rate these days and the ability is not that great. Ghostly Prison for a turn in a format that is aggressive is quite nice, 3 mana 3/3 is still a good deal. So play it sometimes if you want to stall and don’t get anything better. Inspiring Captain continues to be uninspiring.įiller defensive 2-drop for the right deck, but 1/3 stats don’t stop a lot of things and it doesn’t pose a clock. Similar situation to Legion’s Judgement which was good into dinosaurs but not a ton else. It just is very underwhelming in some spots so I can’t bump it up higher. This isn’t going to do much to non-green guilds, but it is quite good into Gruul and Simic and hits a couple random things in other guilds so you can certainly maindeck it. Mighty Leap finally updates to the new era of pump spells. Situational lifegain doesn’t change the fact that this is worse than Gold-Forged Sentinel. Adding on this does nothing when behind, and you have a real candidate for an absurdly overrated card.įliers are much larger than they used to be, but even older fliers outclass a 3/4 for 6. This is a difficult one to grade because the flying token synergy is real, but the real question then is why aren’t you attacking with all your creatures? This can be useful against other aggressive decks to hold them back, but if they start swinging to force trades the effect of this card is minimized. Those are the worst case scenarios, and she does a fantastic job at winning you the game in literally every circumstance. There are some rare spots when you’re racing where you can blow them out with this, or even if you’re behind to trade it off with their biggest creature and go to 10 to buy a turn or two. One with Nothing.)Ī 5/4 Flying Flash for 5 means this is basically hard removal and a huge evasive threat for an absurd price. Drudge Sentinel.)0.0: Completely unplayable. Arbor Armament.)0.5: Very low-end playables and sideboard material. Mammoth Spider.)Ģ.0: Good filler, but sometimes gets cut. Grow from the Ashes.)Ģ.5: Solid playable that rarely gets cut. Shivan Fire.)ģ.0: Good playable that basically always makes the cut. Adeliz, the Cinder Wind.)ģ.5: Top-tier common or solid uncommon. Slimefoot the Stowaway.)Ĥ.0: Good rare or top-tier uncommon. Lyra Dawnbringer.)Ĥ.5: Incredible bomb, but not unbeatable.
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