Canyon Lurkers has got to be the dark horse candidate for me. It works at the level of being in a way more effective against slightly better players that know about the "five-mana morph" creatures and so can swing when you have four up thinking that there wont be a trade. Also if you have nothing better to do swinging in for 5 damage on turn 4 isnt shabby
No mention of Blinding Spray? I've had that card passed last to me in a draft before.
It is so amazingly versatile.
-You can blow out your opponents with your creatures (their power is reduced and you can block very profitably)
-Fogs a painful or lethal attack (also stops Ankle Shanker)
-Lets you damage race them (near-fog + draw a card)
-Worst, worst case scenario you can cycle for 5cmc (I did this when going to turns)
Blinding Spray should be considered a cantrrip fog effect. When your opponent goes for the alpha strike and you play that it can both save you the game and win when you attack next turn.
The windscout should just always be played. There seems to be so many ground pluggers that an early flyers can really do a lot of good work.
I get passed Ghostfire Blade way too often even if it is just a Vulshok Morningstar that is still more than fine for limited play. Really good with any sort of evasion.
I think the correct approach to banners is not just to always play them but more in certain situations. If your curve is high then play 2 / 3 banners as just three mana rampant growths is a fine strategy. If your curve tops out at 4 or 5 then playing a banner turn 3 is very much lackluster.
I agree on Canyon Lurkers for sure. That guy busts down walls like no tomorrow. I often found Cobblebrute pretty reasonable in an Izzet tempo deck and Canyon Lurkers gives you some extra flexibility and the element of surprise.
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It is so amazingly versatile.
-You can blow out your opponents with your creatures (their power is reduced and you can block very profitably)
-Fogs a painful or lethal attack (also stops Ankle Shanker)
-Lets you damage race them (near-fog + draw a card)
-Worst, worst case scenario you can cycle for 5cmc (I did this when going to turns)
The windscout should just always be played. There seems to be so many ground pluggers that an early flyers can really do a lot of good work.
I get passed Ghostfire Blade way too often even if it is just a Vulshok Morningstar that is still more than fine for limited play. Really good with any sort of evasion.
I think the correct approach to banners is not just to always play them but more in certain situations. If your curve is high then play 2 / 3 banners as just three mana rampant growths is a fine strategy. If your curve tops out at 4 or 5 then playing a banner turn 3 is very much lackluster.
If there's any cards that seemed better than they look, it's Whirlwind Adept and Canyon Lurkers for me.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG