Rating goes from: Unplayable, bad, playable, solid, high. +/- adjust those a bit.
Artifacts (I wanted to do these first. Knowing the amount of playable common artifacts will hugely influence how powerful Metalcraft actually is.)
Accorder's Shield- Slow, defensive.
Auriok Replica- Bad creature, artifact though.
Bladed Pinions- Playable?
Chrome Steed- Solid.
Copper Myr- (All Myrs). Even off color, high solid.
Corpse Cur- Solid (for the poison deck, weak otherwise).
Echo Circlet- Bad/unplayable.
Flight Spellbomb- Not as good as Mirrodin ones, but decent for Metalcraft.
Glint Hawk Idol- High/solid
Golden Urn- Unplayable.
Golem Foundry- Unplayable?
Horizon Spellbomb- Solid.
Ichorclaw Myr- Poison solid.
Moriok Replica- Playable/bad? Ability seems questionably useful.
Necrogen Censer- Playable with proliferate.
Neurok Replica- Bad?
Nihil Spellbomb- Bad, but still Spellbomb.
Origin Spellbomb- Playable.
Panic Spellbomb- Playable.
Perilous Myr- Great with sacrifice effects. Seems a bit like a trap otherwise.
Razorfield Thresher- Bad+
Saberclaw Golem- On color solid.
Snapsail Glider- Solid+
Soliton- Playable.
Strider Harness- Playable.
Sylvok Lifestaff- Playable?
Sylvok Replica- High pick/solid.
Tumble Magnet- Broken with proliferate. Solid in aggro.
Vector Asp- Bad, even in infect.
Vulshok Replica- Playable-
Wall of Tanglecord- Playable. Cheap, blocks, artifact.
For the artifacts, most seem a bit weak in a vacuum, but they should be since Metalcraft gives huge bonuses. Not too many high picks, but I think the Myrs will be quite important.
White-
Arrest- High high. One of best commons.
Auriok Sunchaser- High.
Fulgent Distraction- Bad.
Ghalma's Warden- Playable+
Glint Hawk- Solid+
Kemba's Skyguard- Solid+
Loxodon Wayfarer- Bad/unplayable
Revoke Existence- Solid+
Salvage Scout- Bad+
Seize the Initiative- Solid-
Soul Parry- Playable
Sunspear Shikari- Playable/high(equip count)
Whitesun's Passage- Unplayable.
White seems quite aggressive. Cheap artifacts/equipment seem to pair well and it has tricks.
Blue-
Bonds of Quicksilver- Solid.
Disperse- Bad+.
Lumengrid Drake- Solid/high.
Neurok Invisimancer- High.
Plated Seastrider- Solid.
Scrapdiver Serpent- Bad+.
Screeching Silcaw- Unplayable.
Sky-Eel School- High-
Steady Progress- Completely dependent on synergies. Bad otherwise.
Stoic Rebuttal- Playable.
Turn Aside- Unplayable. Sideboard card.
Vault Skyward- Bad-.
Vedalken Certarch- High (in Metalcraft deck)
Blue is shallow, though it has a few very good evasive creatures.
Oh dar, how long have you been doing this, and it's the same thing. You persist in evaluating cards like they're dropped into M10 draft at random, with at best a nod to the linear mechanics that will define the set.
Next time, just for once, make a list of the linear mechanics. Keep going back to that list when you spot another one. Evasion is linear, btw.
Slot commons and uncommons into each mechanic if you'd draft them there (i.e. Untamed Might). Eliminate colors that are unplayable for mechanics (Infect & White), and consider how cards interact with mechanics (Infect and Withstand Death). Now examine the mechanics. At this stage, we can at best guess the key commons/uncommons, but take a shot.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
I have No idea how you think Green is wrost.. Honstelly. I think i might be overvauling Blight Mamba, but he can just clog the ground, he sticks a -1-1 counter on a creature then lives to do it, again. With removal being light in this set he'll be pesky to rid of as well. Tel Defiance isnt going to make the cut in my deck most the time, but its at least boardable and is not "unplayable" too me black looks way wrose. the big thing with green is that its Infect creatures dont have to be put in posion deck. Blight Mamba is good any deck. the 2/3 vanilla with infect is aslo a desfinsve option. I know its at Uncommon but the wurm that makes all your green creatures have Inmatide looks really good in limted too/
Anyone else think that these Infect decks will be incredibly susceptible to Planeswalkers?
I will relish the first few weeks when my opponent swings this or the other Infect baddies into my Jace 2.0 and I say "ok no blocks" and they look at me dumbfounded as I lose no loyalty and gain no poison counters.
I'm sure noobs will catch on quickly but I know the above situation will happen.
Green is probably the second best color. Metagame will sort things out obviously.
sure...i openly admit that my love for Green in Scars Limted is based on nothing other than what i see. Ill know more once i draft it a bunch of times and such. But my impression is that Green is close to the top if the not the top. so I cant see how the OP called the wrost. Its cleary better than Black, "do you really need more barnoy vampires?"
Anyone else think that these Infect decks will be incredibly susceptible to Planeswalkers?
I will relish the first few weeks when my opponent swings this or the other Infect baddies into my Jace 2.0 and I say "ok no blocks" and they look at me dumbfounded as I lose no loyalty and gain no poison counters.
I'm sure noobs will catch on quickly but I know the above situation will happen.
sure...i openly admit that my love for Green in Scars Limted is based on nothing other than what i see. Ill know more once i draft it a bunch of times and such. But my impression is that Green is close to the top if the not the top. so I cant see how the OP called the wrost. Its cleary better than Black, "do you really need more barnoy vampires?"
The thing is, this always happens, and everyone goes on about how blue is the pits 'finally', and X color is awesome. Then a month later blue is awesome and everyone is avoiding green.
Alpha Tyrannax, strictly better than Craw Wurm, come on Wizards stop with the power creep
Who cares. Until we get a 7/6 for 4GG it's fine.
I think i might be overvauling Blight Mamba, but he can just clog the ground, he sticks a -1-1 counter on a creature then lives to do it, again.
THe ironic thing being it can't block an infect creature.
Tel Defiance isnt going to make the cut in my deck most the time, but its at least boardable and is not "unplayable" too me black looks way wrose.
Probably better than a SB card, it cycles at worst, and your opponent will likely have artifact based removal or tricks you can get around. Probably still a 22nd-23rd card, but imo if anything will make that slot it'll be this.
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Hey, lolis with katanas are awesome, and I don't care about their home country.
The thing is, this always happens, and everyone goes on about how blue is the pits 'finally', and X color is awesome. Then a month later blue is awesome and everyone is avoiding green.
just to be clear, I said Black was the wrost color from what i saw. and your right maybe in a month i'll change my mind. But i dont think green is going be bad in Scars limted at all.
Anyone else think that these Infect decks will be incredibly susceptible to Planeswalkers?
I will relish the first few weeks when my opponent swings this or the other Infect baddies into my Jace 2.0 and I say "ok no blocks" and they look at me dumbfounded as I lose no loyalty and gain no poison counters.
I'm sure noobs will catch on quickly but I know the above situation will happen.
Oh dar, how long have you been doing this, and it's the same thing. You persist in evaluating cards like they're dropped into M10 draft at random, with at best a nod to the linear mechanics that will define the set.
Next time, just for once, make a list of the linear mechanics. Keep going back to that list when you spot another one. Evasion is linear, btw.
Slot commons and uncommons into each mechanic if you'd draft them there (i.e. Untamed Might). Eliminate colors that are unplayable for mechanics (Infect & White), and consider how cards interact with mechanics (Infect and Withstand Death). Now examine the mechanics. At this stage, we can at best guess the key commons/uncommons, but take a shot.
Post the results.
I didn't agree with the whole list either, but it's a pre-prerelease stab in the dark. Slotting things into an M10 "oh, hey, a hill giant that draws you a card" is fair enough.
It's not gospel, we're just guessing. If you want someone to try your linear-mechanic ranking idea, I suggest do you do it.
Fair warning, it will be like trying to figure out how good allies are going to be pre-zendikar. Most places were either over-optimistic, or too cynical.
Here is my review for infect, proliferate, and metalcraft- Sometimes it will be cut, but when it is wide open, it will be good. That's the best anyone can do until we really play some games.
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I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
I didn't agree with the whole list either, but it's a pre-prerelease stab in the dark. Slotting things into an M10 "oh, hey, a hill giant that draws you a card" is fair enough.
It's not gospel, we're just guessing. If you want someone to try your linear-mechanic ranking idea, I suggest do you do it.
Fair warning, it will be like trying to figure out how good allies are going to be pre-zendikar. Most places were either over-optimistic, or too cynical.
Here is my review for infect, proliferate, and metalcraft- Sometimes it will be cut, but when it is wide open, it will be good. That's the best anyone can do until we really play some games.
Then WHY BOTHER?!?
Wouldn't it be far more valuable to consider how various colors play together? Post interesting interactions that make some cards more powerful and others weaker? Explore the uncommons for how they play with the commons?
If the opinion truly is that the best we can do is guess how the card would do in an M10-ish environment, then the idea is garbage, scrap it, and find a more useful thing to do. If the evaluations are that bad, they're worse than useless, they'll just mislead people.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
Oh dar, how long have you been doing this, and it's the same thing. You persist in evaluating cards like they're dropped into M10 draft at random, with at best a nod to the linear mechanics that will define the set.
I tried to do that. If you have specific or larger picture criticisms or comments, I'm all ears.
my take on Mirrodin draft more or less boils down to "get good equipment or lose".
Mirrodin was actually a great draft set. Affinity was a bit bonkers in MMD. MD5 really got a shake up by Sunburst.
As for a bigger picture:
It will be interesting to see how Infect works out and it'll be really important for drafters to be able to adjust to this. Unlike other linears, you're playing a completely different game (like milling). The problem with non-damage ways of winning is that you sometimes are stuck trying to figure to either get damage through or mill (in this case, Poison them or get them to 0 life).
The equipment synergies exist and seem pretty decent.
The sacrifice theme seems a bit thin, but if you get Furnace Celebration or something, then we're talking.
Metalcraft seems the most attractive, but you still will need a really high threshold of artifacts to do really sick things with it. It'll be important to balance the better color cards and how many inferior artifacts you're willing to just throw in.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
Infect doesn't have evasion. This is one of the very few ways to give them that evasion. Also, most of the creatures have low toughness making first strike incredibly valuable. A 2/2 infect creature can block and live against a 3/3 non-infect creature with this equipment. Very little removal means first strike is pretty awesome across the board.
2/2 or 3/1 for 3 is always playable. The ground will stall out, making him useful if he doesn't trade off early.
Loxodon Wayfarer- Bad/unplayable
Really? Because Horned Turtle and Palace Guards got/get a ton of use in U/W skies in M10/M11. They can fulfill the exact same roles here as white and blue both have a lot of evasion but need to hold the ground somehow.
Bonds of Quicksilver- Solid.
The past two iterations of this were considered poor. This may be barely playable, and in a field full of equipment I consider this highly suspect: they'll just move the equipment.
Blistergrub- Bad+
2/2 for 3 is always playable, and this ability makes him more useful later.
Dross Hopper- Playable
So... sacrificing a creature for the CHANCE to do 2 damage to your opponent is more playable than the Blistergrub, which will certainly deal two damage to your opponent? Not to mention Blistergrub won't die off against all the Myr out there.
Tel-Jilad Defiance- Unplayable
This will un-equip an opposing creature without losing you a card. Pretty good combat trick that can be cycled away if you want to. Not to mention a fair number of your opponent's creatures will probably be artifacts.
dear fist,
i think you play too much core set. 3 mana 2/2s are not 'playable' unless something goes horribly horribly wrong. dross hopper is a 2 mana 2/1, which is considerably better than a 3 mana 2/2. the 2/2 is sideboardable in the black mirror if you're not an infect deck... that's pretty situational.
also, 1/5s for 3 are pretty unimpressive when we get 1/4s for UU (and those aren't spectacular either). also, i'd much rather play the 1/4 artifact for 3, to at least up my artifact count
True true. With Infect, this does seem quite decent. You're no longer giving random chumpy dudes evasion, even a 2/x with this is like swinging with an 4/x. (Poison is half of 20 damage life)
2/2 or 3/1 for 3 is always playable. The ground will stall out, making him useful if he doesn't trade off early.
What psymunn said.
Really? Because Horned Turtle and Palace Guards got/get a ton of use in U/W skies in M10/M11. They can fulfill the exact same roles here as white and blue both have a lot of evasion but need to hold the ground somehow.
You remember a Spider that was 2G, 1/5 Reach, in Rise of Eldrazi? Yep...
The past two iterations of this were considered poor. This may be barely playable, and in a field full of equipment I consider this highly suspect: they'll just move the equipment.
I think Flash makes this a lot better. But true, maybe it's just Playable+. 3U is no Pacifism.
Not to mention Blistergrub won't die off against all the Myr out there.
I ignored the ability. And if they're trading their Myrs, I'm usually fine with that.
This will un-equip an opposing creature without losing you a card.
That's just way situational.
The creature bases will mostly be color based. With Spellbombs, mana Myrs, and equipment taking up a lot of the artifact slots. Even with a cantrip, tricks should always do something. This won't.
Tel-Jilad Defiance randomly unequips creatures, blowing people out with lousy blocks, stops cards like, oh, Green Replica, Red Replica, shuts down the red spellbomb, oh yeah, and provides protection against half the set. Like a 2 mana Mudbutton Torchrunner.
Oh, and it cycles for 2.
Stop defending that evaluation now. It's a friggin fine 22nd card.
If this forum had Greasers, Phoenix, Commons and Semantics would be the leaders of the gang and every time they commented on something they would do a synchronized finger snap then smoke a cigarette.
combat tricks are always fine as 22nd cards. this set has ALOT of combat tricks in it actually, most of which are cantrips too. its a very trick-laden environment.
Artifacts (I wanted to do these first. Knowing the amount of playable common artifacts will hugely influence how powerful Metalcraft actually is.)
Accorder's Shield- Slow, defensive.
Auriok Replica- Bad creature, artifact though.
Bladed Pinions- Playable?
Chrome Steed- Solid.
Copper Myr- (All Myrs). Even off color, high solid.
Corpse Cur- Solid (for the poison deck, weak otherwise).
Echo Circlet- Bad/unplayable.
Flight Spellbomb- Not as good as Mirrodin ones, but decent for Metalcraft.
Glint Hawk Idol- High/solid
Golden Urn- Unplayable.
Golem Foundry- Unplayable?
Horizon Spellbomb- Solid.
Ichorclaw Myr- Poison solid.
Moriok Replica- Playable/bad? Ability seems questionably useful.
Necrogen Censer- Playable with proliferate.
Neurok Replica- Bad?
Nihil Spellbomb- Bad, but still Spellbomb.
Origin Spellbomb- Playable.
Panic Spellbomb- Playable.
Perilous Myr- Great with sacrifice effects. Seems a bit like a trap otherwise.
Razorfield Thresher- Bad+
Saberclaw Golem- On color solid.
Snapsail Glider- Solid+
Soliton- Playable.
Strider Harness- Playable.
Sylvok Lifestaff- Playable?
Sylvok Replica- High pick/solid.
Tumble Magnet- Broken with proliferate. Solid in aggro.
Vector Asp- Bad, even in infect.
Vulshok Replica- Playable-
Wall of Tanglecord- Playable. Cheap, blocks, artifact.
For the artifacts, most seem a bit weak in a vacuum, but they should be since Metalcraft gives huge bonuses. Not too many high picks, but I think the Myrs will be quite important.
White-
Arrest- High high. One of best commons.
Auriok Sunchaser- High.
Fulgent Distraction- Bad.
Ghalma's Warden- Playable+
Glint Hawk- Solid+
Kemba's Skyguard- Solid+
Loxodon Wayfarer- Bad/unplayable
Revoke Existence- Solid+
Salvage Scout- Bad+
Seize the Initiative- Solid-
Soul Parry- Playable
Sunspear Shikari- Playable/high(equip count)
Whitesun's Passage- Unplayable.
White seems quite aggressive. Cheap artifacts/equipment seem to pair well and it has tricks.
Blue-
Bonds of Quicksilver- Solid.
Disperse- Bad+.
Lumengrid Drake- Solid/high.
Neurok Invisimancer- High.
Plated Seastrider- Solid.
Scrapdiver Serpent- Bad+.
Screeching Silcaw- Unplayable.
Sky-Eel School- High-
Steady Progress- Completely dependent on synergies. Bad otherwise.
Stoic Rebuttal- Playable.
Turn Aside- Unplayable. Sideboard card.
Vault Skyward- Bad-.
Vedalken Certarch- High (in Metalcraft deck)
Blue is shallow, though it has a few very good evasive creatures.
Black-
Blackcleave Goblin- Playable (for poison)
Bleak Coven Vampires- Playable/solid
Blistergrub- Bad+
Contagious Nim- Playable+
Dross Hopper- Playable
Fume Spitter- Bad+
Grip of Darkness- High
Instill Infection- Playable-
Moriok Reaver- Playable
Plague Stinger- Solid+
Psychic Miasma- Unplayable
Relic Putrescence- Unplayable
Black has a poison theme going. Otherwise, only 1 removal spell and bad creatures (at doing normal damage).
Red-
Assault Strobe- Bad/solid (poison)
Blade-Tribe Berserkers- Playable/solid+
Ferrovore- Bad/playable+
Flameborn Hellion- Playable+
Galvanic Blast- High+
Goblin Gaveleer- Bad/playable
Kuldotha Rebirth- Unplayable/bad+
Melt Terrain- Unplayable
Oxidda Daredevil- Playable
Scoria Elemental- Unplayable?
Shatter- Solid
Turn to Slag- Playable+
Vulshok Heartstroker- Bad+/solid- (in poison)
Red is pretty poor. It pairs okay with black's poison.
Green-
Alpha Tyrannax- Playable+
Blight Mamba- Playable
Blunt the Assault- Unplayable
Carapace Forger- Solid+
Copperhorn Scout- Unplayable
Cystbearer- Playable+
Ezuri's Archers- Unplayable
Molder Beast- Solid-
Tel-Jilad Defiance- Unplayable
Tel-Jilad Fallen- Solid (for poison)
Untamed Might- Bad
Wing Puncture- Unplayable
Withstand Death- Playable (overrated, basically says Protection from "x" color)
Green is the worst color. Shallow as hell.
http://forums.mtgsalvation.com/showthread.php?t=378565
green has a strong infect strategy and gets what is potentially the best common in the set (Untamed Might) with infect.
It's true though that green might be the best color for Infect with three common slot creatures.
http://forums.mtgsalvation.com/showthread.php?t=378565
oh, and tel-jilad defiance is green card draw...
http://forums.mtgsalvation.com/showthread.php?t=378565
Next time, just for once, make a list of the linear mechanics. Keep going back to that list when you spot another one. Evasion is linear, btw.
Slot commons and uncommons into each mechanic if you'd draft them there (i.e. Untamed Might). Eliminate colors that are unplayable for mechanics (Infect & White), and consider how cards interact with mechanics (Infect and Withstand Death). Now examine the mechanics. At this stage, we can at best guess the key commons/uncommons, but take a shot.
Post the results.
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sure...i openly admit that my love for Green in Scars Limted is based on nothing other than what i see. Ill know more once i draft it a bunch of times and such. But my impression is that Green is close to the top if the not the top. so I cant see how the OP called the wrost. Its cleary better than Black, "do you really need more barnoy vampires?"
Reading the Rules FTW
Isuckatmagic on MTGO
The thing is, this always happens, and everyone goes on about how blue is the pits 'finally', and X color is awesome. Then a month later blue is awesome and everyone is avoiding green.
Who cares. Until we get a 7/6 for 4GG it's fine.
THe ironic thing being it can't block an infect creature.
Probably better than a SB card, it cycles at worst, and your opponent will likely have artifact based removal or tricks you can get around. Probably still a 22nd-23rd card, but imo if anything will make that slot it'll be this.
just to be clear, I said Black was the wrost color from what i saw. and your right maybe in a month i'll change my mind. But i dont think green is going be bad in Scars limted at all.
Reading the Rules FTW
Isuckatmagic on MTGO
I didn't agree with the whole list either, but it's a pre-prerelease stab in the dark. Slotting things into an M10 "oh, hey, a hill giant that draws you a card" is fair enough.
It's not gospel, we're just guessing. If you want someone to try your linear-mechanic ranking idea, I suggest do you do it.
Fair warning, it will be like trying to figure out how good allies are going to be pre-zendikar. Most places were either over-optimistic, or too cynical.
Here is my review for infect, proliferate, and metalcraft- Sometimes it will be cut, but when it is wide open, it will be good. That's the best anyone can do until we really play some games.
Then WHY BOTHER?!?
Wouldn't it be far more valuable to consider how various colors play together? Post interesting interactions that make some cards more powerful and others weaker? Explore the uncommons for how they play with the commons?
If the opinion truly is that the best we can do is guess how the card would do in an M10-ish environment, then the idea is garbage, scrap it, and find a more useful thing to do. If the evaluations are that bad, they're worse than useless, they'll just mislead people.
I tried to do that. If you have specific or larger picture criticisms or comments, I'm all ears.
Mirrodin was actually a great draft set. Affinity was a bit bonkers in MMD. MD5 really got a shake up by Sunburst.
As for a bigger picture:
It will be interesting to see how Infect works out and it'll be really important for drafters to be able to adjust to this. Unlike other linears, you're playing a completely different game (like milling). The problem with non-damage ways of winning is that you sometimes are stuck trying to figure to either get damage through or mill (in this case, Poison them or get them to 0 life).
The equipment synergies exist and seem pretty decent.
The sacrifice theme seems a bit thin, but if you get Furnace Celebration or something, then we're talking.
Metalcraft seems the most attractive, but you still will need a really high threshold of artifacts to do really sick things with it. It'll be important to balance the better color cards and how many inferior artifacts you're willing to just throw in.
http://forums.mtgsalvation.com/showthread.php?t=378565
Saying that I haven't done exactly that is a tad dishonest, neh?
What? no mention of yavimaya wurm? (reprint, by the way) Wizards obviously has not considered craw wurm the standard. (see also nightsoil kami)
Infect doesn't have evasion. This is one of the very few ways to give them that evasion. Also, most of the creatures have low toughness making first strike incredibly valuable. A 2/2 infect creature can block and live against a 3/3 non-infect creature with this equipment. Very little removal means first strike is pretty awesome across the board.
2/2 or 3/1 for 3 is always playable. The ground will stall out, making him useful if he doesn't trade off early.
Really? Because Horned Turtle and Palace Guards got/get a ton of use in U/W skies in M10/M11. They can fulfill the exact same roles here as white and blue both have a lot of evasion but need to hold the ground somehow.
The past two iterations of this were considered poor. This may be barely playable, and in a field full of equipment I consider this highly suspect: they'll just move the equipment.
2/2 for 3 is always playable, and this ability makes him more useful later.
So... sacrificing a creature for the CHANCE to do 2 damage to your opponent is more playable than the Blistergrub, which will certainly deal two damage to your opponent? Not to mention Blistergrub won't die off against all the Myr out there.
This will un-equip an opposing creature without losing you a card. Pretty good combat trick that can be cycled away if you want to. Not to mention a fair number of your opponent's creatures will probably be artifacts.
dear fist,
i think you play too much core set. 3 mana 2/2s are not 'playable' unless something goes horribly horribly wrong. dross hopper is a 2 mana 2/1, which is considerably better than a 3 mana 2/2. the 2/2 is sideboardable in the black mirror if you're not an infect deck... that's pretty situational.
also, 1/5s for 3 are pretty unimpressive when we get 1/4s for UU (and those aren't spectacular either). also, i'd much rather play the 1/4 artifact for 3, to at least up my artifact count
True true. With Infect, this does seem quite decent. You're no longer giving random chumpy dudes evasion, even a 2/x with this is like swinging with an 4/x. (Poison is half of 20 damage life)
What psymunn said.
You remember a Spider that was 2G, 1/5 Reach, in Rise of Eldrazi? Yep...
I think Flash makes this a lot better. But true, maybe it's just Playable+. 3U is no Pacifism.
I ignored the ability. And if they're trading their Myrs, I'm usually fine with that.
That's just way situational.
The creature bases will mostly be color based. With Spellbombs, mana Myrs, and equipment taking up a lot of the artifact slots. Even with a cantrip, tricks should always do something. This won't.
http://forums.mtgsalvation.com/showthread.php?t=378565
But it's pretty odd to think that a 2/1 for 2 will somehow deal more than 2 damage and a 2/2 for 3 won't in a set loaded with Myr.
Oh, and it cycles for 2.
Stop defending that evaluation now. It's a friggin fine 22nd card.