7 starting loyalty is insane, and in the decks you want to run this, you'll hit with the +1 a little less than 50% of the time. Not sure how good it will play out, but as a 4 mana walker with high loyalty and the potential to create massive card advantage, it's worth testing.
I don't think she does anything. Not sure she is very good. I think the value you will receive is marginal. I don't see her advancing your board state very much either other than fogging for 2-3 turns if anything.
Domri Rade has soured me on called shot +1's. High loyalty is great, but I don't think she's very impactful. Plus, Venser is a way sweeter Azorius walker.
It's okay. It has good starting loyalty, but the +1 won't hit reliably, and the - ability is pretty narrow. It has a high ceiling, but Chandra, the Firebrand has a way more relevant additional ability, it's only 1 color for the same CMC, its in a color where the spell copying was more relevant, and that card was unimpressive. I could safely pass on this unless I had a ginormous gold section.
Her +1 is basically going to hit about as often as Domri's in the right deck. That said, it does get better with setup cantrips, topdeck tutors, and other manipulation. It'll do the job against control, especially considering the ultimate is game over against a number of decks.
Her -2 is problematic in that it's rather limited in application. There are a few good value targets, but except in rare circumstances it's going to be worse than simply Chandra copying.
It's a fun card that does a lot of things, but I don't think most cubes have a home for it. Most frequently it'll be a sorcery speed draw + lifegain spell, with the chance to get you some minor value or pose a threat against control. I need her to be more than that.
I always thought the firebrand was a bit underrated in cube (in control decks)...
One huge downside for the card was it's low loyalty, and thus vulnerability for you to set up your bomby fork.
As a value engine narset is much much stronger than chandra 1.0. Her super high loyalty is a big part of it.
That said, narset's application more narrow. She's poor against agro, while chandra's +1 could sometimes help stabalize you.
The deck has to be built around narset for it to be very good. LOTS of answers (to control the board state and make up for lost tempo the turn you cast narset), as well as targets that you would be very happy to -2.
All that being said, In the right deck, in a war of attrition, she seems like one of the best value engines ever printed.
With all the broken card draw in cube, I've rarely wished my control decks had more sources of raw card advantage....Soo.... Yeah Im passing.. But respect to the power level.
This is yet another Azorius card that just can't quite crack into the top three. I also like Sphinx's Revelation more than this card and I'm running Venser the Sojourner as blink support, so it won't take his spot either. Decent card with great art, though. And nice to a new planeswalker in the mix. I wonder how many of the other Khans we'll see as walkers in this timeline.
I don't think this makes it into my cube, as much as I'm tempted just to let someone try and live the dream of having Narset -2 a Blatant Thievery and watching all the other players at my table assume the foetal position.
I'll likely feel the need to say this every spoiler, but I think its worth sleeving up and testing any planeswalker that's even close to playable because of the difficulty in gauging their power level solely by theory crafting. There's a lot of moving parts on each walker, so I'll hold my evaluations till I get some play testing in.
The beauty with Venser is that once you pick him, you start to find all the value permanents to synergize with. Narset however, just looks like a lost puppy with no real home.
This seems like an interesting card for cubes that want to push UW in a heavy control direction. On the standard measure of "can it protect itself" it does not do anything... other than having a loyalty of 7 if you choose to +1 it. In creature-light decks it could be reliably drawing a card about half the time, which is not too bad. Rebound seems nice, but a lot of instants and sorceries are not so relevant with rebound: countermagic is likely to have no target, and there may be no relevant targets for removal. Rebounding a Time Walk would be nice, though, and if there is no advantage in Rebound then you can just go for the +1.
The ultimate seems eminently attainable, and against many decks it will negate a significant number of powerful cards. Against certain decks it could be crippling.
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"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
I never tried this card out because I thought it was the third best azorious card in this set, but it is a planeswalker, so I was wondering how it was doing for people who included it.
It did not really underperformed for us but we just found the card to be a little too fair. It ended up most of the time being in the sideboard, even when we draft it in classic UW control shell. Main reason why was that the 4-drop spots was overload by a lot of better mono-color options. Wrath, good draw spells, planeswalkers always force her out. And that's not what you want from a guild card... I think I will go back with Sphinx's Revelation.
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Her -2 is problematic in that it's rather limited in application. There are a few good value targets, but except in rare circumstances it's going to be worse than simply Chandra copying.
It's a fun card that does a lot of things, but I don't think most cubes have a home for it. Most frequently it'll be a sorcery speed draw + lifegain spell, with the chance to get you some minor value or pose a threat against control. I need her to be more than that.
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One huge downside for the card was it's low loyalty, and thus vulnerability for you to set up your bomby fork.
As a value engine narset is much much stronger than chandra 1.0. Her super high loyalty is a big part of it.
That said, narset's application more narrow. She's poor against agro, while chandra's +1 could sometimes help stabalize you.
The deck has to be built around narset for it to be very good. LOTS of answers (to control the board state and make up for lost tempo the turn you cast narset), as well as targets that you would be very happy to -2.
All that being said, In the right deck, in a war of attrition, she seems like one of the best value engines ever printed.
With all the broken card draw in cube, I've rarely wished my control decks had more sources of raw card advantage....Soo.... Yeah Im passing.. But respect to the power level.
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This seems like an interesting card for cubes that want to push UW in a heavy control direction. On the standard measure of "can it protect itself" it does not do anything... other than having a loyalty of 7 if you choose to +1 it. In creature-light decks it could be reliably drawing a card about half the time, which is not too bad. Rebound seems nice, but a lot of instants and sorceries are not so relevant with rebound: countermagic is likely to have no target, and there may be no relevant targets for removal. Rebounding a Time Walk would be nice, though, and if there is no advantage in Rebound then you can just go for the +1.
The ultimate seems eminently attainable, and against many decks it will negate a significant number of powerful cards. Against certain decks it could be crippling.
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