I think this is decent, it has good applications for green aggro and +1/+1 counters matters. The level 3 ability is generally worse than it looks though.
Doesn't quite get there for me though since I really don't support green aggro or +1/+1 counters matters. It reminds me of a lot of Duskwatch Recruiter, which is borderline at best for me.
A very strong card but doesn’t fit into the classic elf into Fattie kind of plan. Just 1+3 doesn’t really get there, you need to be able to capitalize of the (quite powerful) 2 as well, for the whole package to be worth it.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
I'm pretty interested in this. Level 2 isn't hard to get to, and can be very frustrating for the opponent. Level 3 isn't hard to get either. This looks like a lot of fun, unlike Luminarch Aspirant, which never seemed much fun to me (though I can see why it's a better card).
This is a strong card and I suspect will see a lot of standard play. Broken in most limited formats. Is it good enough for cube? Probably too slow for a vintage cube? I’d test it at 720 without high hopes.
In a slower format, it has to be dealt with at some point or it can take over a midrange battle by itself. The base of a 2/2 for 2 with an extra permanent on the battlefield is a solid floor.
The value is spread over multiple axis, and the second mode alone can take over some games.
I feel like Luminarch Aspirant is the wrong card to compare this to. This feels more like Duskwatch Recruiter, as both are 2/2 creatures for 2 that generate more value later on. With an investment of 6 mana on top of the body, you get 2 creatures with Duskwatch versus a mini Curse of Predation and a Future Sight for creatures with this card. I think that's a favourable comparison.
One way to analyse this card would be as three separate cards: a 2/2 for 2 that draws a card (comparable to Llanowar Visionary), a mini curse of predation that draws a card, and a future sight for creatures only that you are guaranteed to not draw early. All of those are good, and I'd run them separately (except maybe the curse of predation effect). This comparison is not very exact, as you could for example draw the curse of predation effect without any creatures, but this card always comes with a 2/2, and if this gets removed in response to leveling it to level 3, you lose the curse of predation effect as well.
In a green section of only super ramp decks, it seems weak, but midrange and aggressive decks will like this. Overall I really like it, but it's hard to see how exactly it will play out. Certainly needs testing.
The three effects on Ranger Class are in the perfect order: an early body to get on the board, then a way to keep your creature attacking by making one a little bigger than your opponent’s blockers (and giving you a useful play even if you miss your third land), then finally if your opponent assembles enough blockers or removal to stall your attacks, Ranger Class becomes a late-game source of card advantage.
I really like this card as support for both +1/+1 counters matter and enchantress themes, both of which are often centered in Selesnya colors. The “no-mana-per-counter” +1/+1 counter granting enchantments I would compare Ranger Class to would be Song of Freyalise, Showdown of the Skalds, Citadel Siege, Rhythm of the Wild and Curse of Predation (which will probably be my cut). Ranger Class is the only one of those that creates its own body for the counters to go on and it has the biggest card advantage ceiling (Showdown ”draws” more cards right away, but if the game stalls then Ranger Class is only limited by how many creatures are left in your deck).
Other random upsides:
— Another positive ETB trigger for Flickerwisp/Brago effects (although this can be awkward if Ranger Class is at level 2 or 3).
— Even if a creature is not on top of your library, the information gained by looking at the top card at any time can be helpful for crafting a game plan.
This looks great to me and I think people are underestimating it a bit. The first mode is a bear - bad, but serviceable. The 2nd mode can be compared to Leonin Scimitar - it's more resilient (enchantment v artifact), you only have to pay the equip cost once, and if your creature doesn't die it scales over time. It doesn't buff on defense, however (at least not at first). This package already compares extremely favourably to cards like Ancestral Blade, which are good but not quite good enough. It is so much better because the modes are each better separately (2/2 vs 2/1, 2nd level superior to the Leonin Scimitar equip), but because in a sense they can be accumulated and you can have both modes online at the same time (i.e., if you "equip" a different creature with the 2nd level, your token is still a 2/2). The third mode is then a bit overcosted, but it can go a long way in grindy games and it's just gravy.
You guys are right. It's unfair of me to say this is just a bad Luminarch Aspirant. What I should've said is that if you're in the market for a green Aspirant, this does a pretty subpar impression of it, but if you're in the market for the other positives this card has going for it, it can obviously do those things pretty well.
Has some decent abilities when leveled up, and comes with a body unlike the others. Downside feels bad if this gets removed after leveling.
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Doesn't quite get there for me though since I really don't support green aggro or +1/+1 counters matters. It reminds me of a lot of Duskwatch Recruiter, which is borderline at best for me.
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In a slower format, it has to be dealt with at some point or it can take over a midrange battle by itself. The base of a 2/2 for 2 with an extra permanent on the battlefield is a solid floor.
The value is spread over multiple axis, and the second mode alone can take over some games.
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One way to analyse this card would be as three separate cards: a 2/2 for 2 that draws a card (comparable to Llanowar Visionary), a mini curse of predation that draws a card, and a future sight for creatures only that you are guaranteed to not draw early. All of those are good, and I'd run them separately (except maybe the curse of predation effect). This comparison is not very exact, as you could for example draw the curse of predation effect without any creatures, but this card always comes with a 2/2, and if this gets removed in response to leveling it to level 3, you lose the curse of predation effect as well.
In a green section of only super ramp decks, it seems weak, but midrange and aggressive decks will like this. Overall I really like it, but it's hard to see how exactly it will play out. Certainly needs testing.
I really like this card as support for both +1/+1 counters matter and enchantress themes, both of which are often centered in Selesnya colors. The “no-mana-per-counter” +1/+1 counter granting enchantments I would compare Ranger Class to would be Song of Freyalise, Showdown of the Skalds, Citadel Siege, Rhythm of the Wild and Curse of Predation (which will probably be my cut). Ranger Class is the only one of those that creates its own body for the counters to go on and it has the biggest card advantage ceiling (Showdown ”draws” more cards right away, but if the game stalls then Ranger Class is only limited by how many creatures are left in your deck).
Other random upsides:
— Another positive ETB trigger for Flickerwisp/Brago effects (although this can be awkward if Ranger Class is at level 2 or 3).
— Even if a creature is not on top of your library, the information gained by looking at the top card at any time can be helpful for crafting a game plan.
My 630 Card Powered Cube
My Article - "Cube Design Philosophy"
My Article - "Mana Short: A study in limited resource management."
My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!