Obviously, this is no first or even fourth pick. Just wanted to share that this is a fun, effective card that surprised me. It made me go BAH at first. Then I tried drafting it. First off, it's CC 1. That's nice. Secondly, as long as it's in play:
1 - Opponent can't cast Disembowel, Fiery Conclusion, and other targeted removal
2 - Opponent can't cast Flight of Fancy, Pollenbright Wings, or any other creature enchantments
3 - You can unenchant already enchanted creatures
4 - You can abuse come-into-play effects; both from your own creatures, but also his Hunted creatures.
5 - It's a versatile combat trick - he can't double block to take down your big critters since you'll just remove one of his blockers
6 - Screw over a token of your choice.
Yeah, it's not awful. The main trouble is that 2 is an annoying activation cost. You can't use it to keep a key creature alive unless you're happy to keep 2 mana tied up indefinitely. Otherwise the opponent just laughs and kills it as soon as you tap down low enough. Same applies to preventing enchantments from hitting play.
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Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
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<Limited Clan>
if you've managed to snag llamasu or hunted horror it's awesome. it's versatile, yes... but not great. i wouldn't pick it high but i would pick it maybe 8 or 9.
I agree with bateleur, the 2 activation is annoying. I would have much preferred 2 to cast and 1 to activate, if that was the case then it would even be in one of my constructed decks to protect my Hammerfist Giants but alas, it was not meant to be.
It's good with AND against hunteds. An opponent of mine voyaged my Hunted Dragon and then dropped skysweeper. SIGH it's a specific hoser, awesome for SB if it doesn't make your deck.
Don't know if I would main it but definitely to keep in mind as a sideboard card against heavy black removal decks and in the situations you are mentioning.
I'd say this should make the md slightly less than 1/4th the time. Usually, you can use it to trade with an opponents creature (in combat) or removal spell at the cost of leaving (2) open for a good part of the game. That cost is too great for many decks. Also, there is no suprise element so don't expect it to greatly change the board position.
Pick it 7-10th. Its not great, but there are far worse cards you can run in slot 23.
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1 - Opponent can't cast Disembowel, Fiery Conclusion, and other targeted removal
2 - Opponent can't cast Flight of Fancy, Pollenbright Wings, or any other creature enchantments
3 - You can unenchant already enchanted creatures
4 - You can abuse come-into-play effects; both from your own creatures, but also his Hunted creatures.
5 - It's a versatile combat trick - he can't double block to take down your big critters since you'll just remove one of his blockers
6 - Screw over a token of your choice.
Now if only it wasn't a one-shot...
(I'm on on this site much anymore. If you want to get in touch it's probably best to email me: dom@heffalumps.org)
Forum Awards: Best Writer 2005, Best Limited Strategist 2005-2012
5CB PotM - June 2005, November 2005, February 2006, April 2008, May 2008, Feb 2009
MTGSalvation Articles: 1-20, plus guest appearance on MTGCast #86!
<Limited Clan>
Objection!
Pick it 7-10th. Its not great, but there are far worse cards you can run in slot 23.