Assuming that its controller is tapped out and this card is on the battlefield somehow, can it be destroyed by a Powder Keg with fuse counters equal to said card's cmc?
The three evasion creatures are terrific, with the white being the weakest since it requires other conditions (enchantment in your grave) to reach its potential. Gild is another strong card but removal is rarely ever as good as a proactive game-ending threat.
That leaves Herald of Torment vs Siren of the Fanged Coast. While both have 2 strong modes, the Herald is the obvious choice since it's the only one where you choose the desired mode. If the Siren gave its caster the choice, it would probably edge out Herald. As is though, Herald is the stronger and more flexible pick.
Edit: I didn't see Pheres-Band Tromper in the pack so... I still don't care that it's there unless it somehow wheels. Still picking Herald first.
I have no problem in saying that Springleaf Drum is weaker than Fated Intervention in a vacuum. But the reasoning goes beyond simply "playing conservatively" - I simply don't feel the power difference between the two cards is worth the triple green mana cost.
There will be times when those pair of 3/3s (+ scry) will blow out your opponent. Other times, its prohibitive cost will do nothing to stop the bleeding caused by your opponent's creatures entering the red zone.
While Fated Intervention might turn out to be one of the top cards in BNG/THS/THS, to say that it's a slam dunk at this stage of the game is a little premature.
The weird thing about this debate is how Springleaf Drum actually plays nicely with Intervention's mana cost.
Raised by Wolves is such an awesome card. 5 Mana for a pair of 2/2 and and at least +2/+2; That's basically 6 points of power and 6 points of toughness spread over 3 bodies. That's pretty ridic...
The power level in this pack seems really even amongst the best cards, so as a tie breaker, I went with Excoriate in hopes of cutting off white. Powerful, no synergies needed, and cuts off a color.
The Graverobber Spider seemed like another great standalone card, but with Hero of Leina Tower being in the same pack, I thought it was best to pick the unconditional indestructible creature removing spell and let other drafters fight over the two green cards.
I also feel Divination is not getting enough love. I think people will be stuck on 3 mana more often than they realize and Divination helps to relieve the mana drought while also refueling your hand. Boring, unspectacular, but utterly reliable. It's certainly my runner up choice.
Having said that, the 2 mana early beater who quickly grows out of control to become a game ender seems like the most obvious choice in this pack.
Biggest surprise was the removal suite which is probably the set's only saving grace. Revoke existence, unravel the aether, bile blight, drown in sorrow. Wonder how many Mono U and RDW players are gonna take a break from standard since wizards gave them next to nothing.
I'm going 2nd the green & white removal.
Revoke existence gives white gets an efficient disenchant effect which also doubles as a swords to plowshares vs. the Indestructible gods.
Meanwhile, Unravel the Aether is just beginning to blowout - at instant speed nontheless - any opponent trying to bestow bonuses to their creatures. Can't wait to hear about all the 2-for-1 stories involving this card.
Guess: Opalescence
Ancestral Recall
Guess: Dominating Licid
There are many reasons for your opponent to simply pick the same targets as you.
Unless you're good at detecting honesty and analyzing body language, you can't guarantee anything but a 2 for 1 on this card.
If he chooses the exact same target as you do, he suddenly becomes a "pseudo-heroic" in the eyes of your other opponents.
Necropotence.
That leaves Herald of Torment vs Siren of the Fanged Coast. While both have 2 strong modes, the Herald is the obvious choice since it's the only one where you choose the desired mode. If the Siren gave its caster the choice, it would probably edge out Herald. As is though, Herald is the stronger and more flexible pick.
Edit: I didn't see Pheres-Band Tromper in the pack so... I still don't care that it's there unless it somehow wheels. Still picking Herald first.
This is a card you can draft an archetype around.
(note: I voted for Spider in the poll which was most likely the wrong decision)
Edit: point 2 doesn't work.
Edit#2: point 2 does work actually - so Whelming Wave is indeed that good.
There will be times when those pair of 3/3s (+ scry) will blow out your opponent. Other times, its prohibitive cost will do nothing to stop the bleeding caused by your opponent's creatures entering the red zone.
While Fated Intervention might turn out to be one of the top cards in BNG/THS/THS, to say that it's a slam dunk at this stage of the game is a little premature.
The weird thing about this debate is how Springleaf Drum actually plays nicely with Intervention's mana cost.
Oh wait, Ornitharch is in the pack as well? Ornitharch it is.
While it's about 3x less powerful than Fated Intervention, it's also 5x more likely to be included in my starting 40.
(5/3) * X > X
The power level in this pack seems really even amongst the best cards, so as a tie breaker, I went with Excoriate in hopes of cutting off white. Powerful, no synergies needed, and cuts off a color.
The Graverobber Spider seemed like another great standalone card, but with Hero of Leina Tower being in the same pack, I thought it was best to pick the unconditional indestructible creature removing spell and let other drafters fight over the two green cards.
I also feel Divination is not getting enough love. I think people will be stuck on 3 mana more often than they realize and Divination helps to relieve the mana drought while also refueling your hand. Boring, unspectacular, but utterly reliable. It's certainly my runner up choice.
Having said that, the 2 mana early beater who quickly grows out of control to become a game ender seems like the most obvious choice in this pack.
I'm going 2nd the green & white removal.
Revoke existence gives white gets an efficient disenchant effect which also doubles as a swords to plowshares vs. the Indestructible gods.
Meanwhile, Unravel the Aether is just beginning to blowout - at instant speed nontheless - any opponent trying to bestow bonuses to their creatures. Can't wait to hear about all the 2-for-1 stories involving this card.
It also answers the game ending Enchantment gods - for 2 mana. This card will seriously surprise.
Felhide Spiritbinder seems like the best 1st pick since:
1) it's a threat
2) at least somewhat efficient
3) is justifiable even without any synergies.
No other card seems to fit this criteria.