Why would it be ifinatly better? 50% of the time you won't be able to counter the first turn drop. Then take into consideration how many one mana cards that you would want to waste countering. I think you are really underrating this card.
i was about 40seconds away from typing this exact arguement... this is a counter with implications far into the game. 1CC isn't usually the nail in your coffin, but i'll be damned if a 2CC at the right time doesn't swing games.
Sigh they should've picked 3, not 2. Maybe in older formats that's the better number, but in Type 2 3 is much better - counter all nutty removal. I think it will make people's sideboards, but I doubt main.
most every deck design that i see balances the power and speed in the 2 and 3 drops. i think the 2 drop is huge in that it can take out some of the most important cards out there... think about the effect on white weenie.
yeah, i had thought about the guildmages but looking over the 2 drops that are out there this card has great potential. i can not see a blue control deckthat doesn't run this full bore.
War's Toll
{3}{R}
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
and I'll add:
i'm going to make it my personal mission to build a control deck around this beast and make people cry.
they had tojoin in progress to keep the audience from The Ultimate Fighter hooked. we would have been thrilled with watching the build, but starting with the blood already flowing was an instant "hey, what's this?" for a bunch of people who usually don't watch.
yeah... that was uncool. Seds makes a great ponit and you can't deny it. the names of the cards can be confirmed in the orb. not providing them just throws the info into suspicion.
And about being unsure in the creature types and stuff - come on, is it the creature type you remember looking at a new card?
uh... you have to remember who your audience is here...
most of us would pay VERY close attention to the details (including card numbers and artists and craeture types and... well you get the point...) and probably have written the information down.
it all helpsto validate the information and - you know...
does he know the muffin man?
i was about 40seconds away from typing this exact arguement... this is a counter with implications far into the game. 1CC isn't usually the nail in your coffin, but i'll be damned if a 2CC at the right time doesn't swing games.
i'm looking forward to seeing a jitte on the business end of this little counter spell... i will dance that dance of joy.
most every deck design that i see balances the power and speed in the 2 and 3 drops. i think the 2 drop is huge in that it can take out some of the most important cards out there... think about the effect on white weenie.
i'm very impressed.
but maybe that's just me.
War's Toll
{3}{R}
Enchantment
Whenever an opponent taps a land for mana, tap all lands that player controls.
If a creature an opponent controls attacks, all creatures that opponent controls attack if able.
and I'll add:
i'm going to make it my personal mission to build a control deck around this beast and make people cry.
-Cannibal-
-Cannibal-
yeah... that was uncool. Seds makes a great ponit and you can't deny it. the names of the cards can be confirmed in the orb. not providing them just throws the info into suspicion.
-Cannibal-
uh... you have to remember who your audience is here...
most of us would pay VERY close attention to the details (including card numbers and artists and craeture types and... well you get the point...) and probably have written the information down.
it all helpsto validate the information and - you know...
gives ya a little boost in the community.
-Cannibal-
ah yes... well, i had forgotten that.
actually that does make it a bit more interesting.
could be a defense against cranial pulling your win condition away from you.
hmmm...