This is certainly an interesting concept, though not all of those cards are created equal.
Mogg Ignoramus is the strongest by far, acting as a goblin guide with no downside for every burn deck.
Chthonic Horror, meanwhile, stands out as the least necessary of the bunch (making a more splashable Nantuko Shade seems to be missing the entire point of shades and the +1 toughness does not seem worthy of a drawback).
The others are more difficult to judge. They would work amazingly well as risk-reward cards for limited formats and would see some play in constructed, though that is the extent to which they would be seen (unless relevant creature types makes the Brawler better than Goyf in certain decks). Pretty good work on the whole.
- Rosy Dumplings
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Nov 6, 2017Does slumber allow you to exile them from your library? I haven't seen the words "from anywhere" on a whole lot of cards and just wanted to check.Posted in: Custom Card Creation
Also, it appears that multiple copies of these legendary creatures can offer their slumber effects at once, which could cause some problems. Exiling a few copies of Yeshyana would lock down most creature-based decks, for example.
You may want to:
1) State battlefield, hand, or graveyard instead of saying "anywhere"
2) Make sorcery speed so it can't "dodge" exile effects by slumbering.
Sep 23, 2017I am far from the first person to look at Chainer and see an interesting & powerful commander. While I don’t have a ton of money to throw at any one deck, I wanted to see what I could do with this lord of nightmares. Running full tilt into Mono-Black goodness, I have a deck that looks pretty tight. Instead of spurning infinite combos, I tried to pack in as many combos and synergies as I could. It will still struggle (even in best-case scenarios) against decks with turn 3-5 clocks but I don't think that is easily solved without just choosing a new commander. With that said, I would appreciate any comments or recommendations on this thing.Posted in: Multiplayer Commander Decklists
In my eyes, Chainer falls into a fascinating intersection of strategies. On the one hand, black gets some of the best tutors and allows for multiple combos and 2-card synergies. At the same time, however, Chainer is one of the two reanimator commanders who truly benefits from all of black’s mana doublers rather than using reanimation to avoid paying costs (the other being Geth). Chainer’s downsides force you to use a number of sac outlets… though you would want to use them either way to help spam ETB and Death effects over and over again. This deck could win through an infinite combo… or funnel infinite mana into an X effect… or lock players out of the game with contamination… or repeatedly spam Kokusho for the victory… or kill and steal your opponent’s creatures.
OBVIOUS COMBINATIONS AND SYNERGIES
Cabal Coffers + Urborg, Tomb of Yawgmoth: As obvious as you can get and a staple in far too many decks to count but I would be negligent for not mentioning it.
Thespian Stage + Dark Depths = To state the obvious, this combination has a number of outs for your opponents and very rarely kills more than one person in multiplayer. With that said, this is one of the few ways that this deck could knock out a faster deck (if in ideal circumstances).
Sanguine Bond + Exquisite Blood: A classic combo worth noting.
Mikaeus, the Unhallowed + Triskelion: The classic Mike & Trike is classic for a reason. Chainer on the board with buried alive in your hand and 9 mana available can seal the game VERY quickly.
Basalt Monolith + Rings of Brighthearth: Classic two card combo for generating infinite mana. If you channel that mana into Exsanguinate, Torment of Hailfire, or Geth, Lord of the Vault, you win very quickly.
Deserted Temple + Rings of Brighthearth + Crypt of Agadeem OR Nykthos, Shrine to Nyx OR Cabal Coffers: If you can get at least four mana from any land, you can turn that into infinite mana. While I am aware that the Crypt doesn’t work in all decks, this deck seems rich enough in creatures for it to be worth testing.
Contamination + Bitterblossom OR Reassembling Skeleton: While this synergy doesn’t necessarily win the game, it can seriously slow down a number of fast decks (such as Narset or Xanagos) if they can’t draw the right mana rocks.
Skullclamp + Bitterblossom OR Reassembling Skeleton: Even if you don’t draw contamination, you can pull off a pretty impressive card advantage engine.
Puppeteer Clique + Mikaeus, the Unhallowed + Sac Outlet: While Mike & Trike is famous for a reason, I wanted to include a single Mikaeus combo that doesn’t use artifacts. On its own, this lets you drag everything out of your enemy’s graveyard for a big swing. From there, you can get pretty nuts (infinite mana with phyrexian altar, instantly winning with altar of dementia, controlling what card you draw each turn with viscera seer, etc.). Throw in a blood artist and you instantly win.
Blood Artist + Merciless Executioner OR Fleshbag Marauder + Chainer: On the topic of nice synergies, Blood artist can mitigate, negate, or even let you gain life from bringing back your Executioner or Marauder while draining your opponents.
Abhorrent Overlord + Phyrexian Altar + Chainer: Even if you have no other black permanents on the field, you can easily add two black mana to your mana pool for every three life you are willing to pay. If you do have one or two additional black permanents, you can generate a ton of mana or a ton of fliers. Add in Blood Artist and you win.
Sepulchral Primordial + Phyrexian Altar + Chainer: Probably the second-rarest combination that you’ll ever pull off. If someone else has a decent ETB or Death effect in their graveyard, however, this can suddenly become great. All that it takes is a single Duplicant or Solemn Simulacrum in your opponent’s graveyard to start generating value. Add in Blood Artist and you win.
Wurmcoil Engine + Phyrexian Altar + Blood Artist + Chainer: If you find yourself in magical-christmas-land and manage to pull out all of these cards at once, you win the game pretty instantaneously.
GENERAL CARD ANALYSIS
The Sacrifice Outlets:
Viscera Seer, Disciple of Griselbrand, and Yahenni, Undying Partisan are great creature-based sacrifice engines that can be used for little or no cost at instant speed. As none of our combo pieces have a CMC of 4, I generally prefer Yahenni to the traditional inclusion of Dimir House Guard as indestructibility for the turn is generally better than regenerating once… and because Yahenni can be an actual threat.
Razaketh, the Foulblooded and Sadistic Hypnotist also deserve notice as reusable creature-based sacrifice engines as well, though the former feels more like a payoff card and the latter is strictly sorcery speed.
Altar of Dementia, Phyrexian Altar, and Spawning Pit were selected as noncreature sacrifice engines, each of which has no mana cost and allows for instant speed. Due to the high dependency on black mana to use Chainer, Ashnod’s Altar was notably not included in this build.
While they are generally less worthy of note, the deck does include a number of “slow” or one-time sacrifice effects in the form of contamination, trading post, Abhorrent Overlord, Diabolic Intent[/card], Disciple of Bolas, Sidisi, Undead Vizier, and Phyrexian Tower. Sacrifice effects that can’t be used at will are generally less useful for Chainer than they are for Meren, however. Even if I somehow come across a copy of diamond valley, I am uncertain of how much good it would really do here.
Chain-Sac Payoff Cards:
When you get a sacrifice outlet and the mana to repeatedly sacrifice some creatures, you need some good payoff creatures to get you where you want to go. To start with the classics, Gray Merchant of Asphodel and Kokusho, the Evening Star both help to kill off players while more than recovering the life loss you suffer from Chainer.
Sidisi, Undead Vizier, Corpse Connoisseur, Razaketh, the Foulblooded, and Rune-Scarred Demon can all act as tutors to grab what you want and Sidisi’s ability to self-sacrifice effectively turns her into a reusable grim tutor. While less powerful, Disciple of Bolas can help grab new cards and gain back life.
Merciless Executioner and Fleshbag Marauder are fairly famous for clearing out difficult targets and being able to sacrifice. Meanwhile, Noxious Gearhulk can help gain life while Massacre Wurm makes for a nice boardwipe.
The remaining creatures of note are Sepulchral Primordial, Puppeteer Clique, Wurmcoil Engine, and Abhorrent Overlord, all of which can help flood the board
Mana Ramp and Card Advantage:
Thankfully, Mono black is a pretty good place to run mana acceleration. Cabal Coffers and Urborg, Tomb of Yawgmoth take starring roles as they do in most black decks, though that’s the tip of the ice burg. Crypt of Agadeem and Nykthos, Shrine to Nyx give some support as lands. Meanwhile, artifacts lend some support with the obligatory sol ring and the combo-rific Basalt Monolith.
As with most mono-black decks, the real big mana comes from doubling your mana. Crypt Ghast and Nirkana Revenant are creature-based doublers that chainer can revive (with the former allowing life gain and the latter acting as a potent creature in its own right). Extraplanar Lens (with snow-covered swamps for asymmetrical benefit), Gauntlet of Power, and Caged Sun shore up the artifact front. Finally, Bubbling Muck has the potential to be reused multiple times in the same turn if combed with Xiahou Dun, the One-Eyed.
Other than the 10 Tutors (and Tutor-Esque Cards) held within the deck, there is a nominal card advantage package in Necropotence, Phyrexian Arena, Disciple of Bolas, Grim Haruspex, and Skullclamp.
The Discard Package
While this deck has a decent amount of mana acceleration, it still benefits from having a few ways to dump cards from your hand. Mindslicer and Oppression are classics that hurt your opponent as much as you. Trading Post allows you to trade a card for much-needed lifegain (because Trading Post is an all-star that does everything). Finally, you can choose to turn Sadistic Hypnotist on yourself if you really need something dead.
Erebox, God of the Dead and Withered Wretch: While these cards are vastly different in effect, they were excluded for the exact same reason. Commander is a format that commonly features reanimation, theft, and clones. I don’t want to give my enemies the tools that they need to seriously hurt me, whether by turning off vital lifegain or by removing your graveyard.
High Market: I should specify that I really like this card for Meren of Clan Nel Toth. Whereas that deck needs to sacrifice one creature each turn, this deck wants to sacrifice creatures over and over within the same turn. While I did include Phyrexian Tower, I didn’t want to splash in another sac land that can’t add black mana (without Urborg, I mean).
Additional Tutors: While I have seen Chainer decks run Beseech the Queen, Diabolic Tutor, and Liliana Vess, I am pretty happy with my tutors at the moment. While I’d gladly include a Grim Tutor or Imperial Seal if one fell into my lap, I decided to run a variety of win conditions that require different forms of interaction (2-creature combo, 2-land combo, 2-artifact combo, 2-enchantment combo, and repeated sacking-and-reanimating that is all but immune to counterspells) instead of searching for the same 1-2 cards each time.
Fetchlands: I have mixed opinions regarding these cards. I acknowledge that they can help any deck reach a critical mass of lands while increasing the chance of drawing nonland cards for the remainder of the game. With that said, 1) this deck doesn’t seem particularly geared for speed, 2) this deck actually WANTS to get a ton of swamps, 3) I’m not in love with the idea of paying additional life in spite of life gain. I am open to criticism on this matter.
Mana Crypt: Okay, I’ll admit that some part of me is just trying to justify not spending extra money on this card. This card makes decks run faster and may (occasionally) represent a chance for this deck to keep up with naturally faster decks. While Mana Crypt is great, however, I will contend that it adds much less to Chainer than it does for most other decks.
This deck hopes to win by triggering Chainer’s activated ability over and over again (whether to wipe out threats, drain your opponent, or search for combo pieces). Mana Crypt, for all of its virtues, cannot help to pay for that ability. If you draw the mana crypt once you have already reached 5 mana, its usefulness is drastically reduced. Further, the damaging effect has more impact when paired with a commander that regularly has you paying life. While Mana Crypt has a demonstrable history of making decks faster, I am convinced that this is one of the decks in which it would be the “least good”.
All is Dust and Karn Liberated: I can understand why Chainer decks use these cards. Black does not interact with enchantments or artifacts. With that said, I admit that I’m not seeing where these cards would be essential.
If my opponents put up Ensnaring Bridge or Sphere of Safety to stop me from attacking, this deck can still win. If my opponent limits me to one card per turn with rule of law or increases card prices with Sphere of Resistance, I don’t really need to “cast” many spells besides my commander. If my opponents try to lock me out with Rest In Peace or Leyline of the Void, I can still generate infinite mana and exsanguinate them.
On the other hand, I doubt that I’d be able to pay the expensive mana cost on these cards at all if my opponent is locking my mana down with Winter Orb and Stasis. Likewise, the high cost makes me doubt that these spells could be cast in time to stop any infinite combos my opponents might be fishing for. Maybe I just need this explained to me.
Butcher of Malakir and Defiant Bloodlord: I recognize that these cards are more expensive than Sanguine Bond or Dictate of Erebos and that the latter has a lot of bad press for being reprinted too many times. With that said, there are pros and cons to using these cards instead of their enchantment equivalents.
Pros: Can be brought back from the graveyard more reliably if discarded, milled, countered, or destroyed. Three black mana to bring them back with Chainer is actually makes them cheaper than the enchantments. Entomb, Buried Alive, and Corpse Connoisseur act as additional “tutors” for the 7-drop vampires. Defiant bloodlord can actually trigger the life loss needed to start the infinite loop without support.
Cons: As with everything Chainer brings out, you would have to sacrifice these vampires the moment a lightning bolt is directed at Chainer or your last sac outlet is targeted with destruction. Increased vulnerability to creature board-wipes. Enchantment destruction is generally less common in commander. Deck already skews towards expensive cards.
Interested to hear your take on the matter.
Harvester of Souls: To be clear, I would like to use this card in place of Grim Haruspex. Being more expensive is less of a downside in this deck, the body is more relevant, and getting multiple cards for Fleshbag Marauder or Massacre Wurm is excellent. With that said, I’m a bit wary about adding an 11th 6-drop card to the deck.
Living Death: Because Living Death is Living Death. Works well with Gary and Abhorrent overlord and there’s enough ETB effects to justify using it as soon as I carve out some room for it.
Reanimate: I have been running this card in all of my black reanimation decks for a long time. Bringing out a giant dude on turn 2 is great. Unfortunately, none of the big creatures in this deck really seem like they would slow opponents down. No Blazing Archon or anything of the sort, alas.
Sheoldred, Whispering One: This one hurts me just to say. I’ve been running various builds of Chainer for years and this card has always been part of it. The floor of effectiveness is very high with this card (you basically break even if you end your turn without it dying) and it can lock players out of the game. The joy that I’ve had bringing this out on turn 2 with entomb and reanimate is impossible to describe.
With that said, this card doesn’t really lend itself to “abuse”. It doesn’t grab combo pieces any better than Chainer, plays no real part in repeatedly reanimating and sacrificing your dudes (whether as a reanimator or reanimation target), and only really “synergizes” with Urborg. I’d love to use this card but…
Sep 20, 2017If it helps with anyone's obsessive need to collect, I saw it written on Twitter (from a worker at WotC) that all of these are oversized cards. If that is true, there are exactly zero copies of Dungeon master and the like that you could even theoretically sleeve and slip into a deck (unless you make a point of collecting oversized cards).Posted in: The Rumor Mill
Sep 11, 2017Changed Unmanageable. Now it's a board wipe that forces you to hold all of the creatures you kill with it. If there's enough creatures out there, the ability can get a bit... out of handPosted in: Custom Card Creation
Sep 10, 2017Rosy Dumplings posted a message on Killing an opponent who controls a griselbrand using a removal spell and a counter. Possible?The thing to remember here is that Griselbrand does not make you draw 7 cards and lose 7 life like a bigger Sign in Blood. Instead, that life loss is a COST to activate that ability. As it is a cost, they pay that 7 life before the ability goes on the stack. Killing that creature in response to the ability doesn't keep them from losing life (much as how killing Chameleon Colossus in regard to an activation doesn't stop them from wasting 4 mana on that activation).Posted in: Magic Rulings
In your example, the opponent would lose the game.
Edit: And I am apparently a verrry slow typist.
Sep 10, 2017You want "un" mythics. Here is a whole cycle.Posted in: Custom Card Creation
Target player skips his or her next untap step and draw step. That player may not touch his or her cards until the beginning of your next upkeep
Target player may not speak until your next upkeep (he or she must still indicate all actions being taken as normal).
Unstoppable cannot be countered.
Target creature gains trample and has "whenever you take a step forward, put a +1/+1 counter on this creature" until end o turn (walking in place does not count).
Return target creature card from an opponent's graveyard onto the battlefield under your control. Remove that card from any sleeves or protectors it is held in until it leaves the battlefield.
Unmanageable deals 5 damage to each creature. target opponent or creature you don't control, chosen at random. If creatures damaged in this way would die this turn, exile them instead. You must hold any creature cards exiled in this way for as long as they remain exiled.
Sep 10, 2017Uh... Blasphemous Act?Posted in: Multiplayer
If you can get even 2-3 creatures out there, this deck can easily create 20+ tokens and wipe out your opponent's board for a mere 5-6 mana. Kind of amazed that the card isn't already in there.
Personally, I'd abandon the Clan Defiance and Overrun to grab blasphemous act and Chain Reaction (for more damage that churns out tons of tokens while clearing the board).
Edit: I might also replace 1-2 copies of both Nullmage and Arachnogenesis for copies of Parallel Lives (doubling your tokens), Mycoloth (consuming tokens to create more tokens), Pandemonium (allowing each of your tokens to hit something when it comes out), or Volcano Hellion (which lets you pay any amount of life to grab that many tokens when it comes out in this deck).
Sep 10, 2017Rosy Dumplings posted a message on Plameswalkers as Commanders: Good? Bad? Inevitable?Huh... all of this discussion has me pretty interested. Let's see if I could start a list of commanders that might be really strong (or at least worthy of special note) if allowed...Posted in: Commander (EDH)
Chandra, Flamecaller: The only 6-drop planeswalker that can drop 6 points of power right as you play it. The mass damage effect is also really powerful for taking out swarms. The true power, of course, is found in the utility of a commander that repetitively wheels without forcing you to do so (like Arjun). While Mono-Red is pretty weak, the presence of cards like Recoup and Past in Flames might make the wheeling dangerous... especially when paired with a wipe that can completely reset most swarm decks.
Chandra, Torch of Defiance: Less powerful than Flamecaller as a commander in my opinion but the sheer versatility of the card is worth tracking. In the name of transparency, however, I am giving extra "points" to any white and/or red planeswalkers that can add mana or grab new cards as using a commander that can help you grab/cast Akroma's Vengeance or Obliterate, survive the devastation, and help you rebuild is worth keeping an eye on.
Dack Fayden: To be clear, this isn't an "overpowered" commander. Rather, I fear that allowing its -2 ability as a commander risks making it a very "unfun" commander to play against. Unlike Thada or Daxos, Dack doesn't need to hit anyone to take their stuff. It just takes any rocks that people put out there to speed up your high-cost spells... consequently discouraging players from casting any mana rocks. While a number of commanders slow down the game far more, this isn't a stax effect that targets everyone equally. While Dack is cheap enough to be cast 2-3 times, the capacity for Dack to hamstring a single deck with high mana costs, 3+ colors, or key artiacts (such as equipment or combo pieces) while leaving all other decks completely untouched is... less than fun for your victim.
Domri Rade: A simple and straightforward card. The +1 is (conditional) card advantage each turn and it can use your creatures to take down enemies. The combination of gas and kill would probably make this card pretty great in a deck filled with dumb creatures. Might even prove to be a sleeper hit in 1v1 due to its low cost.
Elspeth, Sun's Champion: Personally, I think that the impact of this card is a bit overblown. The ultimate is weak, it's a bit on the expensive side for 1v1 (especially without green acceleration), and its plus ability isn't enough to handle any sort of swarm strategy with creatures too small to blow up. With that said, this card isn't quite expensive enough for multiple castings in a multiplayer game to seem "fanciful" and any card that directly opposes the spirit of battlecruiser magic gets a lot of bad press.
Garruk Wildspeaker: Listed almost purely for its interactions with Nykthos/Gaea's Cradle (which green can fetch with a number of cards). The mana ramp might be a bit too explosive. The ability to create a nearly cost-efficient (if boring) dude or provide a win condition are just bonuses.
Garruk, Caller of Beasts: I don't see any problem with this card right now but things might get iffy if we get enough giant green cards ala worldspine wurm. Just making a note of it.
Gideon, Ally of Zendikar: That emblem, man. Getting a free and permanent +1/+1 to all of your current and future dudes every time you cast this spell might get a bit oppressive (even though white isn't exactly known for mana acceleration).
Jace Beleren: Like Elspeth, I think this card is a bit overblown. You can't really build a (good) deck around this effect, though the cheap cost makes this card pretty attractive as far as card draw commanders go.
Jace, the Mind Sculptor: I don't think that this card is a particularly excellent commander (though that -1 might be nasty in 1v1), though it will get a lot of attention because of its reputation. Brainstorm every turn allows you to get some good value from Devastation Tide and Temporal Mastery but this card doesn't do much else on its own.
Karn Liberated: Another card that everyone will be watching because of reputation... though I think that it is pretty awful. Compared with eldrazi titans, I don't feel that exiling 6 permanents over the course of a game is worth running a colorless deck.
Kiora, Master of the Depths: Legitimately good commander. The plus ability opens possible synergies, the -2 ability can search for combo pieces, and doubling season (or doublefish) allows you to pull off the ultimate instantly. Plus, it's not too expensive to recast in casual games.
Liliana Vess: Because the potential to tutor for spells twice in a row and set up a 2-card combo (such as 'mike n' trike') can't be disregarded entirely.
Liliana, Death's Majesty: While this card isn't strong in general, it would be noteworthy as one of the cheapest commanders to revive a creature with (for comparison, Balthor & Sheoldred take 7 mana and Chainer takes 8). Doubt it would see much play, but that fact is worth noting.
Nicol Bolas, God-Pharaoh and Nicol Bolas, Planeswalker: Would receive attention as they are famous and expensive. Unfortunately, they are a bit too expensive and directionless to make much of a splash. Though access to grixis is good and these cards are versatile, I'd rather build a deck around cards that can be... built around.
Nissa, Steward of Elements: It scales nicely with mana acceleration (or scales down with commander tax) and has the potential to dig or throw out a free card each round. Very nice casual commander.
Nissa, Vital Force: As a commander, this card has a very real chance of getting two (or even three) emblems in slower games. This capacity makes this card worth keeping an eye on.
Nissa, Worldwaker: Not much to say. If you have a single Caged Sun or Extraplanar Lens, Nissa stops "costing 1 mana" and starts "adding 3 mana" the turn you cast it... before adding 8 mana each turn afterwards.
Sarkhan Unbroken: +1 is card draw each turn, -2 is (nearly) cost-efficient body (which you can repeat for a "belated" broodmate dragon), and doubling season (or doublefish) enables an ultimate that will likely win you the game outright. Access to three colors is good and this card knows what sort of deck it wants to be in.
Sorin Markov: The most obvious ban target for a reason. Nuff said.
Tamiyo, Field Researcher: Can't get a solid read on this card. Cheap and three colors is good. An ultimate within doubling season (or doublefish) range that can do a ton of work is awesome. The +1 and -2 abilities, however, are a bit... meandering. Maybe pack the library with cards that trigger when opponent is dealt combat damage?
Tezzeret the Seeker: While not as overtly broken as Sorin, this card might also deserve a ban. Search for the chain veil the first time you cast this spell (killing him so you can recast him) and for grim monolith the second time to effectively grant give him "1: add +1 loyalty". This is kind of... yeah.
Ugin, the Spirit Dragon: Like Karn, this is a relatively directionless commander for a colorless deck. The mass exile (and sparing all of your own permanents), however, makes this card a worthwhile commander in my eyes. That degree of kill, at least in my eyes, is worth the price. I'd even concede to calling it pretty darn strong.
Xenagos, the Reveler: Gaea's Cradle as a commander. Green and Red both have the ability to churn out tokens in large numbers. A far cry from Rofellos but still quite strong if properly timed.
TLDR: So that's about 25 of the 87 planeswalkers not currently usable as commanders. Of those, I only really see two of them (Mono-U Tezz and Mono-B Sorin) as banworthy and something like a half-dozen are only listed for the sake of suspected over-hype... in my own opinion, of course.
Sep 7, 2017Yet another awesome flip card and... I... huh.Posted in: New Card Discussion
...so an entire rare sheet is spoiled and everything looks ho-hum... only for the real value of the set to be found in useful reprints and fascinating dual-face cards
I can honestly say that I didn't see this coming.
Sep 5, 2017If anyone wants to play with the withered corpse of Mardu Vehicles in a world without inspectors or Gideons, this card will probably find its way into the build.Posted in: The Rumor Mill
If you get this down on turn 2, a turn 3 Aethersphere Harvester or Unlicensed Disintegration on turn 3 becomes all but guaranteed. If we get a halfway decent four-drop to helm the deck, this card gets even better.
Actually, without Inspectors and Gideon, the whole deck may go full Rakdos (or Grixis to load in more pirates)... especially as this card doesn't play quickly with Toolcraft Exemplar.
Sep 5, 2017Usable in standard and a decent card for a very specific modern deck.Posted in: The Rumor Mill
Most cases, Spellskite is the card you want. This card requires blue and can't stop the pump of an infect deck and doesn't blank kill spells that can't deal with 4 toughness.
While stopping effects that target YOU is relatively unique, it doesn't stop grapeshot (only a single copy is countered) and I can't think of too many other opponent-targeting effects worth countering.
So... yeah. Quick aggressive body for a specific deck.
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