imo it's pretty hard to get the trigger reliably. You have to have a trade that your opponent is willing to take, and it has to be on your turn. I think you only play this if you don't mind paying 5 mana for a 2/4 flyer (which is bad but not unplayable).
imo it's pretty hard to get the trigger reliably. You have to have a trade that your opponent is willing to take, and it has to be on your turn. I think you only play this if you don't mind paying 5 mana for a 2/4 flyer (which is bad but not unplayable).
Agreed. I've played with this a lot and rarely found myself able to trigger it w/o just making a bad attack.
Welcome to Koakuma's home. I hope you have fun.
As for the card itself, the only fun you can have with this card is if your opponent is at less than 4 life and no evasion creatures.
Ive played this card ~6 times in the format, and its always been decent for me. 4 devils makes attacking on the ground an absolute nightmare, and creatures are small enough in this format that its relatively hard to block the devils. Its a serviceable 6 drop for RB / RG if you are light on high end, pretty good in UR, and situationally amazing in RW (where 4 bodies on 1 card can do a lot with token matters effects like inspiring captain, pious evangel, reaper of flight moonsilver)
Ive played this card ~6 times in the format, and its always been decent for me. 4 devils makes attacking on the ground an absolute nightmare, and creatures are small enough in this format that its relatively hard to block the devils. Its a serviceable 6 drop for RB / RG if you are light on high end, pretty good in UR, and situationally amazing in RW (where 4 bodies on 1 card can do a lot with token matters effects like inspiring captain, pious evangel, reaper of flight moonsilver)
Agreed.
It is amazing on some boards, average on others. But the overall power level is there, and I love that it plays reasonably well from both ahead and behind.
I have still not decided about the two devil-making cards. I have not played either yet -- I tend to pass the instant, and I have not yet seen the rare sorcery Devils' Playground -- but when the instant is played against me sometimes it is a legit factor (although not great) while other times I really don't care much about the two 1/1s. The instant has significant advantages in being able to cast it at the right time for an important ambush, so I think it's an okay card, and with the rare sorcery making 4 devils I could see games in which that would have a big impact. It costs 6, though, and that is a big problem in my view.
As it stands now I would probably use the sorcery, but I would not draft it over a good uncommon or common.
Id put it at worse than duskwatch recruiter, better than fiery temper (higher than what frank karsten has it at in his pick order, which is worse than temper, better than byway courier). While it wont be consistently as good as fiery temper in all decks, there are a good amount of board states where this either completely swings an otherwise terrible board in your favor (say, your empty board against a 2/2, a 3/2, and a 4/3) which few very cards can even hope to do, or forces through the final 6-8 points of damage.
P1P1, id look to take it early and draft around it since its effect is very unique and powerful.
I am shouting for joy if I get one of these in my Green decks, and it usually more than enough if is early enough in the draft to make me pick this if I get this past pick 3 or 4. This is in my opinion the second or third best uncommon in the set.
This is my favorite card in the entire set, hands down. I got 2 of them in the pre-release and they put soooooooooo much work in it's not even funny. The only time I would pass on them in a draft would be pack 3, and I have yet to pick any green at all.
It's absurd they printed this guy at uncommon! It's what people refer to as a "mythic uncommon" - it's a better first pick than a lot of the rares and mythics in the set.
I love how both sides of this card combo with each other if left unchecked. Spend all your mana on one turn to get a bunch of creature in your hand, it flips and if it stays in wolf form helps you empty your full hand on your next turn, then if flips back again to do another refil.
If you're playing against it then you should always use your removal on it (the exception to this is if there is a bigger threat on the field that will kill you before your next turn).
I love how both sides of this card combo with each other if left unchecked. Spend all your mana on one turn to get a bunch of creature in your hand, it flips and if it stays in wolf form helps you empty your full hand on your next turn, then if flips back again to do another refil.
If you're playing against it then you should always use your removal on it (the exception to this is if there is a bigger threat on the field that will kill you before your next turn).
Yeah. Most werewolves are better as their wolfy side rather than their human side, but this guy and Huntmaster of the Fells are the two that actively look to utilize the transforming mechanic to improve your board state, which is why they're my two favorite by a long shot.
No more calling cards the pack rat of the set! If the card doesnt singlehandedly win you the game by itself, to the point where half of the decks in the GP that make day 2 contain that card (i dont remember the exact statistic but it was pretty nuts), then its not worthy of that tier. I dont think a card since pack rat has really had that level of impact on the format.
Regarding this card, I think its the best common/uncommon in the set. Not quite at the level of arlinn kard or whatever, but he does an insane amount of work for a 2 drop and can easily swing the game in your favor if left alive.
I would like people at ym table to remember that I am the mill player and to pass this and other mill cards to me. Obviously a good alternative win condition in the clue deck, but can be bad against a fast deck.
I once had 3 passed to me in a draft that was going all over the place so I took them out of spite. I ended up dancing on my seat when I got passed Tamiyo's Journal pack 3.
I filled the rest of the deck with UG filler that said "investigate" and went on with it.
Overall, an alternate wincon that seem decent enough if you can assemble the synergy.
A decent finisher in the defensive UG clue spam. Mill kills are stronger with everyone self-milling themselves, but the card is still very slow. Don't pick it early, it'll almost certainly wheel.
5 mana to do nothing at all except draw a card and put an enchantment in the graveyard is terrible, so in my view there needs to be a sufficient threshold of clues being generated by the rest of the deck -- and good ways to extend the game long -- for Fleeting Memories to be worth playing.
In the right deck this can be very powerful but I would not include it in a random blue deck which generates only a few clues. Pretty much the same can be said about other build-around uncommon in the sets, one of the challenges (and fun) of drafting SOI.
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Agreed. I've played with this a lot and rarely found myself able to trigger it w/o just making a bad attack.
Welcome to Koakuma's home. I hope you have fun.
As for the card itself, the only fun you can have with this card is if your opponent is at less than 4 life and no evasion creatures.
Let this great clan rest in peace (2001-2011)
Agreed.
It is amazing on some boards, average on others. But the overall power level is there, and I love that it plays reasonably well from both ahead and behind.
As it stands now I would probably use the sorcery, but I would not draft it over a good uncommon or common.
P1P1, id look to take it early and draft around it since its effect is very unique and powerful.
I am shouting for joy if I get one of these in my Green decks, and it usually more than enough if is early enough in the draft to make me pick this if I get this past pick 3 or 4. This is in my opinion the second or third best uncommon in the set.
This card generates tones of value over short period of turns, and it could take over the game all by itself...
If you're playing against it then you should always use your removal on it (the exception to this is if there is a bigger threat on the field that will kill you before your next turn).
Yeah. Most werewolves are better as their wolfy side rather than their human side, but this guy and Huntmaster of the Fells are the two that actively look to utilize the transforming mechanic to improve your board state, which is why they're my two favorite by a long shot.
lol, you would have loved this then, a sick draw I had on the play in a recent sealed game:
Turn 2 - Recruiter...opponent misses 2-drop so he flips.
Turn 3 - Tireless Tracker, land, Town Gossipmonger...opponent scoops on the spot.
Regarding this card, I think its the best common/uncommon in the set. Not quite at the level of arlinn kard or whatever, but he does an insane amount of work for a 2 drop and can easily swing the game in your favor if left alive.
I would like people at ym table to remember that I am the mill player and to pass this and other mill cards to me. Obviously a good alternative win condition in the clue deck, but can be bad against a fast deck.
I filled the rest of the deck with UG filler that said "investigate" and went on with it.
Overall, an alternate wincon that seem decent enough if you can assemble the synergy.
In the right deck this can be very powerful but I would not include it in a random blue deck which generates only a few clues. Pretty much the same can be said about other build-around uncommon in the sets, one of the challenges (and fun) of drafting SOI.