![]() ![]() Recoil if you have a zombie? Only downside is it might help opponent’s delirium. ![]() Solid flyer that comes back? Enables all the stuff. Discarding a land feels sucky, but isn’t bad at all since you have at least 5 already. What’s not to love about this? Essentially a 3cc card. 5/4 flyer is basically a dragon, so upside is insane. It’s probably not that easy to flip, but you’re getting a fair 3/2 flyer for the cost. Madnessing and drawing a card is very good. Ok in the right deck.Ĭounters are playable, but terrible against werewolves. Tapping something down for a turn is ok, but not at the cost of a card.ģ mana to cycle and enable delirium. In limited you’re better off not paying mana and drawing since there’s less synergy and fewer combos. In constructed you’re ok with paying mana to look for cards. Mediocre all the way around, but the 2/4 is good at holding the ground while you fly over. Enable madness and puts an enchantment in the graveyard. Solid on offense and can act as a bounce spell. Don’t know if paying 4 more mana to draw a card is worth it. Luckily there's a ton of synergy in this set. You draw 2 and discard 1 and put this in your yard. Not great since you’re essentially looting twice. Odds are you’re not going to play the madness card. 2/1 gets through a lot of werewolf decks. You’re probably not going to catch too many people, but the cost is fair.Īnnoyingly decent. Must attack creatures are tricky to begin with.Īuras are weak. How many flyers can most decks hold off?Ĭan get blanked, but the upside is there. Enchantments in this set are a tad better with delirium. The bad thing about auras is the card disadvantage which this gets around. Delirium turns it into a I win now card.įantastic with delirium, and playable without. What doesn’t it do?įantastic, but sometimes you won’t have an equipment. Might sideboard in versus lots of 1 toughness creatures. ![]() The difference between 3 and 5 mana isn’t that much because you’re never casting this early in the game. Not giving first strike or anything else hurts. Not terrible if you have a ton of little guys. Drawing a card does make up for it.īarely playable in aggressive decks. Not thrilled if it ends up in my deck.ģ mana tricks suck. Great with madness, close to unplayable without. Depends on how many 1 power guys there are in the format. 1 is fine, but I wouldn’t be happy playing more.ĭecent curve guy. First is very good.ĥ mana for two 1/1 flyers is too much. Doesn’t compete with other commons at the 5 slot. Support is permanent.ģ/5 flyer def worth the price. Solid curve creature that helps with flooding. The first 2 are high picks, then it moves down to 5th best white common. Oring is Oring even if you have to sac a permanent. ![]() Let's take a look at how he ranks the commons and uncommons of the set. So today, Haibing Hu brings us his infamous pick order list to help everyone improve their drafts and evaluations. And probably most importantly, we've got Pro Tour Shadows over Innistrad lurking over us. Standard has rotated and we lost 4C Rally and Siege Rhino decks, but we've gained Declaration in Stone and Westvale Abbey. We've had major changes to Modern with the bannings and unbannings. Shadows over Innistrad has just hit the shelves and it's time for a whole lotta cool new things to happen. ![]()
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