There are a number of names and places that I am somehow familiar with such as Mordenkainen despite never having played D&D before. I am impressed at how much D&D lore has seeped into my world without my knowledge. Wild Shape my Hangarback Walker into a 7/7 trampler sounds very nice! You cannot have too many cards like this in a deck or cube and so it needs to be better than alternatives rather than just good enough but it does look promising. Where Wild Shape starts to get really naughty is with dorks where the majority of their stats are found in counter form. The competition for this is Snakeskin Veil which is better protection but less versatile over all. Perhaps it is a massive mana boost with a Devoted Druid! Elephant mode is the damage side that will allow for some trample damage to kill walkers or a stats boost to take out a dork in combat. Spider mode does a few things, sometimes it is gaining up to five toughness, sometimes it is chumping a big flier and sometimes it is sniping down a small flier. Turtle mode is basically just hexproof and will help save key dorks from removal. Luckily the cube is mostly cheaper cards and so Wild Shape mostly offers a good array of stats boosts. Sometimes you can get +3 power but only if you started with 0 power etc. This offers stats changes rather than a stats buff which means Wild Shape is best with smaller dorks. It is cheap and does a lot more than most. Now this is a trick with a whole pile of potential. If it is a 3/3 or bigger decently more than it is a 1/1 then it should make the cut. In the limited ones however I think this asks a little much and offers not quite enough back. There is a lot of potential in this card and I can see it doing a lot in contstructed settings. Monk is narrow being an aggro card but it extra narrow wanting ideally both a very low curve and a high degree of card draw. Playing Tithe and Thraben Inspector just to buff the Monk instead of Precinct Captain or Adanto Vanguard on turn two is almost certainly wrong. Monk of the Open hand can really hamper a curve too, you might chose to play inefficiently with your development just so as to make the Monk do something. It can continue to grow without support and benefits a lot from some mild evasion. A Stromkirk Noble is a bad lategame top deck but it is at least threatening. A vanilla 3/3 isn't really getting it done late. White is not good at card advantage and so I can see this being a late game limp draw that fails to threaten ever getting bigger, or at least big enough to be relevant at that point in the game. The issue is sustaining the double spells. If it is all happening late then I am rather less impressed. If you get two triggers within a couple of turns of making this early on then again the card is good. If you only get 1 trigger but it is on turn two then the card is good. This isn't a case of how many triggers make it good but also a case of when that happens. Clarion Spirit did well in cube but a 1/1 flier is a lot more return than a +1/+1 counter on a 1/1.
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