Voyager Drake3U
Creature- Drake (Unc)
Multikicker U
Flying
When ~ enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times ~ was kicked.
3/3
45/145
Now that's a nice card for limited, it's a flying Hill Giant in blue(incredibly efficient). and it's multikick ability is Kor Aeronaut on steroids(half the price and with the ability to use as much as you want). In an blue/x deck in limited this is a very solid pick and an auto include. In UG decks it's particularly brilliant because there's nothing better than bringing this into play and giving 2-3 fatties flying until the end of turn.
I was kind of looking forward to playing a good drake in standard..
Owell... I have jace, the odd draw spell, a counter that will be very good if traps catch on, and a shroud turtle that will almost certainly see play. Just gotta figure out a way to clear the way for him that doesn't cost me $10 and the turtle itself (i.e. DoJ).
And if you find yourself at a draft table with me and we're in pack 3 and you got cut off from blue in pack 1, just pass the drake to the right, please
Sadly, I was fairly excited when I saw this creature. I have been advocating more solid flying creatures for blue and this guy is far and away better than Snapping Drake. For a long time they have been weakening counterspells and draw and replacing it with nothing. Its good to see they have given blue a couple good creatures and some that are moving in the right direction.
-Sphinx of Jwar Isle is awesome and something blue has needed for a long time.
-Calcite Snapper is a great creature, some solid defense and occasionally offense.
-Horizon Drake is a needed agressive flier, his ability is really pretty decent since man lands are usually a problem for control and because of the set. (just wish it had better art)
-Voyager Drake, while nothing to write home about, is I think a real beacon of hope for blue flier, which have for some reason been vastly underpowered compared to white fliers.
-Tideforce Elemental is a good card, i really wish it was 2/2 though. Since blue cant have the biggest or meanest creatures, it needs ones with some solid useful abilities, and this one does.
-Merfolk Wayfinder, if only this guy was 2/1 i think it would be a good card, fliers with 1 power are just not good. But making sure you dont miss your land drop is great, if it had two power it could push through a bit of dmg or block and kill something though.
Creature- Drake (Unc)
Multikicker U
Flying
When ~ enters the battlefield, up to X target creatures gain flying until end of turn, where X is the number of times ~ was kicked.
3/3
45/145
*Pic will be posted later* --Here it is---
EDH
Azami (video)
:symw::symb::symg: Teneb (video)
Drana (video) (retired)
:symw::symr: Brion (video)
:symb::symr: Wort (video)
Arcum (video) (retired)
:symr::symg: Stonebrow (video)
B Shirei (video)
WU Rasputin (video) (retired)
R Urabrask (video)
WUR Zedruu (video) (retired)
W Isamaru
UB Grimgrin
U Mistform Ultimus (video)
UBR Gwendlyn (video)
URG Animar (video)
RG Thromok
WB Selenia
Standard
WU Geist of Saint Traft standard EDH (video) (retired)
WUB Battle of Wits!
Not a bad card in limited though
Where's the blue trap?
Machius proudly supports R_E's right to Rumour!
I am petitioning to get players to stop complaining about mythic rarity. Sig this to join the cause.
Is he holding a dude in his claws?
Pauper Cube
I cube, I play EDH, and I can't afford Legacy. The other formats can suck it.
Owell... I have jace, the odd draw spell, a counter that will be very good if traps catch on, and a shroud turtle that will almost certainly see play. Just gotta figure out a way to clear the way for him that doesn't cost me $10 and the turtle itself (i.e. DoJ).
And if you find yourself at a draft table with me and we're in pack 3 and you got cut off from blue in pack 1, just pass the drake to the right, please
Card reviews, web development tutorials, and more at: http://blog.wrightonlineworks.com
-Sphinx of Jwar Isle is awesome and something blue has needed for a long time.
-Calcite Snapper is a great creature, some solid defense and occasionally offense.
-Horizon Drake is a needed agressive flier, his ability is really pretty decent since man lands are usually a problem for control and because of the set. (just wish it had better art)
-Voyager Drake, while nothing to write home about, is I think a real beacon of hope for blue flier, which have for some reason been vastly underpowered compared to white fliers.
-Tideforce Elemental is a good card, i really wish it was 2/2 though. Since blue cant have the biggest or meanest creatures, it needs ones with some solid useful abilities, and this one does.
-Merfolk Wayfinder, if only this guy was 2/1 i think it would be a good card, fliers with 1 power are just not good. But making sure you dont miss your land drop is great, if it had two power it could push through a bit of dmg or block and kill something though.