Showing posts with label theorycraft. Show all posts
Showing posts with label theorycraft. Show all posts

Tuesday, April 24, 2012

Avacyn Restored EDH Set Review Portal



As is the custom here at The Command Zone, I've set up this post as a convenient page of links to all six parts of my AVR set review. The links below are broken up by color.



Please leave a comment if I missed a card, if you think I assessed a card wrongly, or if you just have some cool uses for a card in the set.

Enjoy!

Avacyn Restored EDH Set Review; Part Six: The Rest

Heading up the final section of our EDH Set Review is a trio of Multicolored cards, followed by a handful of Artifacts and Nonbasic Lands. This section is full of awesome and win.

Angels

Well, by now, you already know where this is going. Already, all three of these beautiful Legendary Angels are generating a metric ton of buzz and hype in the EDH scene.

Bruna is on overwhelmingly powerful creature, balanced nicely by the fact that's she's very specific about what she wants to do. Obviously, she is drawing all sorts of comparisons to Zur, Uril, and Sovereigns of Lost Alara. She's not the kind of card you just throw into every UW deck you've got, but if you build around her, she's insanely powerful.

She can clearly stand on her own, or be a finisher in some other General's Aura-themed deck (like a Zur deck, for example).
Gisela is the only card in the set to drop more jaws and cause more squeeling nerdgasms than Avacyn or Griselbrand themselves. Gisela seems poised to be the breakout star of the set, with the fourms and blogs going nuts over her incredibly sexy set of abilitys, not to mention she sports one of the best illustrations in the set, possibly even the whole block. Jason Chan really outdid himself her, and so did WotC's R&D department.

Gisela's high CMC makes her very unlikely to make any sort of waves in Standard or any other competative tournament format, so the demand for her should come almost entirely from the EDH crowd. Hopefully this will keep her affordable, because I expect we'll be seeing her all over decklists for a long while now.

This is easily my favorite card in the set, no question.
Sigarda is the odd lady out, in this trio. Not that she's not good in EDH - she most certainly will see plenty of action in our format - but she's also the most aggressively costed, at 5 mana. This means she has a bit more potential to have some crossover success. She's definitely a constructed-worthy card, in a vacuum, but it really depends on if there's enough other good stuff in her colors to build an archetype around her.

Fortunately, she is, in my opinion, the least exciting member of the trio. Not to say I dislike her - not at all! She just hoses things I happen to like quite a bit - cards like Barter in Blood (whose presence in the set may well contribute to Sigarda seeing a bit of tourney action).

She's very good, just has less of a "holy shit!" impact when you first see her.




Artifacts

This lacks impact. Will probably not have enough presence on the board to matter much. Seems good in a Tempered Steel deck, but I don't think that's a particularly viable archetype in EDH.
Well, this is certainly interesting. EDH is a format where creatures with ETBF effects are played extremely often. This combos with any of them nicely. Titans. Mulldrifter. Shriekmaw. Eternal Witness. Nucklavee. Woodfall Primus. Sharuum the Hegemon. Karmic Guide. The list is endless.
This isn't going to break the format in half (it's already broken!), but it will see play, guaranteed.
Well, this will be fun in mono-White Soldiers! Until someone gets annoyed and just Wraths all your Humans away. The problem with cards requiring you to tap multiple creatures is that they pretty much force you to overextend into a Wrath of God.

Then again, White already has pretty good removal options. It's probably worth noting that there are a LOT of Blue Wizards that are also Humans... this might not wind up being too relevant, but it's nice to have a potential removal card for colors that don't get a lot of good options.
 Terrible. Just posted it cause it's cool art.
Ooh, ooh! I know! Put this on Geist of Saint Traft!

Yeah, that's pretty much what every single person ever thought when they first saw this a few weeks back. It's super obvious, to the point that it's already going to be lame by the time anyone every actually does it in real life.

Problem is, I still haven't come up with any other use for it. Believe me, I'm trying.
I've had pretty good success with Temple Bell so far. It doesn't even matter that it's not in a Group Hug deck. Sometimes I'm just so desperate for a card-draw solution that I run the Bell anyway. This is likely going to just be a stricly worse Temple Bell. It costs one more mana, AND you have to put a charge counter on it before you can use it.

But, I can't wait to play with this anyway. I can imagine being able to set it up nicely enough that I don't care that my opponents are drawing cards too. Obviously if I have Consecrated Sphinx in play, I'm still coming out way ahead.




Well this is certainly an usual and interesting take on the three-mana, any-color mana rock. It's an unusual melding of disparate utility effects. The kinda, sorta issue here is that you really want to be droping mana rocks as early as possible, and at that point, Graveyards are likely to be empty that early in the game.

However, mana rocks are usualy kinda dead draws late game, so this little bit of extra utilty keeps it from being a completely useless draw at the late game stage. It's a nice gesture but I don't see this replacing Darksteel Ingot or Coalition Relic in most decks, but for metagames where GY hate is desperately needed, this will be a godsend to players.









Lands

Holy cow, this is amazing! Pretty much an auto-include into every deck with the right color identity. There's almost no strategy out there that can benefit from being able to play everything at Instant speed.
Bomb land! Basically it's a Command Tower meets Boseiju. Set this to your General's creature type, and you never have to worry about Hinder or Spell Crumple again. The only downside here is that this is gonna be highly sought after for nearly every format in existance, so it's never going to be cheap to acquire.

Obviously, it's best in a Tribal-flavored deck, but really this can be played in almost any deck.
Another great land. This one is just a little bit less awesome than the other two in it's cycle. Still it's going to be pretty good in almost any deck it fits into. Unearth and Flashback are just two of many mechanics that will be happy to see this land.
Obviously, you're only playing this in heavily Angel-themed decks, with enough Tribal support to matter. Not great, but narrowly useful when it does fit in.
 Wow. Another exceptionally strong ability for a cheap activation cost. I've already been biting the bullet and playing Hall of the Bandit Lord in a number of decks. Clearly, Hall can go into any and all decks that want it, but this will be VASTLY better than Hall in those decks lucky enough to have the proper color requirements. Without question, this land is extremely strong.















That wraps up our Avacyn Restored EDH Set Review. The final verdict: Awesome! The set is chock full of playable cards in every color, and nothing, save the two flagship Legends seem to be over the top, power-level-wise. It's not quite Ravnica: City of Guilds levels of awesomeness, but it's the closest they've come in a long while. I'm very pleased to say that WotC appears to have knocked this out of the park.

Enjoy!

Wednesday, March 28, 2012

Clash of the Titans


A while back, I was discussing with a friend and fellow Magic player the relative merits of Grave Titan. This conversation led us to the surprising conclusion that, except in specific decks, Grave Titan is the “worst” of the cycle, at least in EDH. I’ll talk a bit about why that is, but I want to take the time to discuss the value of each of the members of the powerful Mythic cycle. Starting with the clear winner for best of the bunch…

Primeval Titan – This shouldn’t really warrant much of a discussion, as it’s pretty well-known to be the most powerful member of the cycle. It is the only one, for example, to inspire multiple debates on whether it should be banned in EDH (no, it should not be, is the correct answer!). Obviously, this thing is at its best (or, worst, depending on your viewpoint) when grabbing ridiculous land-combos like Urborg + Cabal Coffers or Gaea’s Cradle + Kessig Wolf Run. But even just as a boring ol’ mana-fixer, grabbing two “fair” lands per turn repeatedly can really swing a game in one player’s favor. It is without doubt or hesitation that I call Primeval Titan the most powerful Titan.

Sun Titan – I find myself almost as surprised by this ranking as by Grave Titan’s. I initially discounted Sun Titan’s usefulness largely because of the mana cost factor. Sun Titan’s recursion caps at three mana, and most EDH decks seem to have a mana curve starting at four! I figured he’d be good at getting back Eternal Witness, which could in turn get back things the Titan could not… but after a great deal of experience playing with and against Sun Titan… well, he’s a lot better than I gave him credit for. In fact, he’s so damn good that I have found it to be often worth streamlining and lowering your mana curve just to maximize his value! I first began to take him seriously in my Oros/Equipment build that later became a Jor Kadeen/Equipment build. In both decks, I took advantage of Sun Titan by keeping my curve as low as possible and making sure that Sun Titan could target at least 50% of my permanents if not more. This worked out a hell of a lot better than it looked on paper and I began experimenting with Sun Titan in other decks as well.  Since then, I have come to really appreciate what he can do in almost any deck. Sure, I wouldn’t play him in a Kaalia deck, for instance, but he’s really good in a much wider variety of decks than you’d expect.

Frost Titan – This one is pretty close in power to what I expected, but I do find myself slightly more pleased with his performance than anticipated. I think he’s actually much, much closer in power to Sun Titan than I initially estimated, though Sun Titan still beats Frosty by a decent margin. He’s actually more narrowly effective than Sun Titan, which doesn’t seem apparently obvious at first glance. He doesn’t require you to make any particular deckbuilding conceits to maximize his potential the way Sunny does. Yet, it turns out Frosty’s power instead depends more on what your opponents’ are doing – thus taking the ability to really push his power out of your hands. That said, being Blue, he is always playable with Rite of Replication, and that interaction alone is enough to push him over the top. But, without absurdly broken copying effects, he’s usually at his best against decks like Thraximundar or Rafiq that frequently try to rely on one badass attacker to kill you. Being able to neuter an opponents’ biggest (and only) threat turn after turn is not to be taken lightly.

Inferno Titan – I had this one pegged as the worst of the cycle by a long shot, but he’s really surprised me over time. Also making his debut (for me) in that Oros deck, he was originally just meant to be a combo with Basilisk Collar. While putting the Collar on this guy is still one of the best uses for him, he’s actually pretty good even without Deathtouch. I assumed the 3 damage would far too often fail to kill the most significant threat on the table – after all, EDH is the land of huge creatures swingin’ into each other. But usually, just a little application of Haste is all that’s needed to start killing the real scary things. Being able to swing for 6 while scattering 6 more damage around at will is quite good. But even when you can only get three damage out of him, there’s almost always something relevant to kill with it, even if it’s not the biggest threat. Sometimes that’s enough. The rest of the time, there’s Basilisk Collar!

Grave Titan – This is, perhaps, the coolest member of the Titan family. He’s 10 power for 6 mana, not a bad deal even for a Mythic. His art is awesome/disgusting – a giant walking around literally spilling zombified corpses out of his carapase as he goes... nevermind how they got there in the first place (did he eat them?? WTF?). It’s one of the coolest art-to-mechanic relationships I’ve seen in the game. Yet, this guy is the only member of the cycle to consistently underperform, sadly. And as my friend and I discussed our disappointment with Grave Titan, we hit upon the reason WHY he fails to live up to the hype. Allow me to explain.

Simply put, he is usually just a vanilla 6/6 for six mana.

Nevermind the fact that, in theory, he’s “ten power for six mana!!! OMFG!”. Let’s think critically about this. Yes, he’s a 6/6 with two 2/2 bodies along with him. But, in this format, on most battlefields, those two 2/2 Zombie tokens are almost entirely irrelevant. They often can’t block the scariest threats (because those almost always have evasion), they usually can’t get through as attackers (because there’s almost always something that can block them with little risk), so they just sit there neither attacking nor blocking. And for MOST decks, the only way to actually get value out of those little guys is by attacking or blocking with them. So, realistically, Grave Titan is more accurately described as “six power for six mana”.

Now let’s look at the Titan himself a moment. Other than the tokens, what does he do? Deathtouch. On a 6/6 non-Flying body, Deathtouch is probably even MORE useless and irrelevant than those tokens. No one is ever going to block with something bigger than a 6/6 unless they’ve got tricks up their sleeve. So he’s either already going to kill whatever blocks him, or trade with them at best. And no one is ever going to swing INTO a Grave Titan unless they’re relatively sure the Titan has NO chance of blocking. I have never, EVER seen the Deathtouch matter in the slightest. You could put a Lure effect on him, and kill up to 6 enemy creatures - that’d be cool, but I’ve never seen it happen. So, in most cases, Grave Titan is really just a vanilla 6/6 for six mana… in other words, he’s basically this guy:

Would you play this guy? Probably not…

Now, there are exceptions to every rule, and Grave Titan does have its time and place to shine. Ghave decks, for instance, are very well-suited to get value out of Grave Titan and his zombie tokens in a number of ways. Consider Aura Shards: if there are Artifacts and Enchantments you want to destroy (and there are. Always.), Grave Titan gives you three triggers all at once. Not bad. Consider Fecundity: if the Titan scares someone into a Wrath (and he often does), you’ll draw three cards to replace one. Nifty! Consider Doubling Season: Duh. It’s Doubling Season! Now GT is 14 power for 6 mana. Still not a huge deal, but if you have almost any other way to get value out of your tokens, it can make a HUGE impact.

So, it seems that the key to making Grave Titan really shine is to find multiple, reliable ways to make sure those 2/2 Zombie tokens actually matter, and don’t just sit there ineffective and useless. Not every deck is equipped to do this, of course, and if you’re thinking of including GT as a “good stuff” inclusion, it’s probably not gonna work out. Make sure that he actually belongs in your deck – if you’re playing Ghave or any kind of Zombie tribal, he’ll probably be okay. The rest of the time, I guarantee you can find something better.

Friday, January 27, 2012

Dark Ascension EDH Set Review Portal


Hello, all. I'm providing this post as a convenient way to access all 7 parts of my Dark Ascension EDH Set Review.

Please leave comments if I missed a card, f you think I assessed a card wrongly, or if you just have some cool use for a card in the set.

Enjoy!

Thursday, January 26, 2012

Dark Ascension EDH Set Review: Double-Faced Cards

Last but not least, we've got some DFCs to take a look at. Well, okay, maybe "least" after all, since I pretty much hate playing with these cards. Yeah, some of them are actually good enough to warrant fiddling around with them (Bloodline Keeper!), but they're just such an inconvenience and a hassle.
That said, I have a friend with a Uril the Miststalker deck with a Wolf/Werewolf subtheme, so her deck, at least, will get some love from Dark Ascension!

Loyal Cathar/Unhallowed Cathar
In a weird twist, this guy actually gets worse after he Transforms. Either way, he's still clearly  not an EDH card and will get no love in this format.

Soul Seizer/Ghastly Haunting
Cool flavor and concept, but I can't imagine every playing this over Treachery, Volition Reins or any other Control Magic variant where you don't have to jump through hoops to get it to work. I mean, how does this thing help you deal with Akroma, Angel of Wrath? It doesn't.

Chosen of Markov/Markov's Servant
Sexy art is about all this Limited fodder has going for it. Not even Vamp tribal would want a vanilla 4/4.

Ravenous Demon/Archdemon of Greed
Meh. Pretty bad over all. Not very good untransformed, transformation condition is a pain, and the end result is pretty unspectacular, especially with that extra drawback. Lame.

Afflicted Deserter/Werewolf Ransacker
A utility-effect Werewolf might be a little unwieldy to use - by the time you can transform it and get the effect, it might be too late. But, by the same token, this might be just what a Werewolf deck needed. It's certainly worth trying out, and you can always just run some hard removal like Hull Breach or something as a backup in case this proves too difficult to use effectively.

Hinterland Hermit/Hinterland Scourge
Why is this "Hinterland Noun" when Hinterland Harbor made U and G mana? Who knows. What I do know is, this is pretty mediocre even in a dedicated Werewolf build. It's not the worst Werewolf in the block, but it's pretty far down the list.

Mondronen Shaman/Tovolar's Magehunter
This one is pretty sweet. Once you get it transformed, your opponents' flurries of spells to try and transform all your Werewolves back into Human will at least do some damage to them. They'll still probably go ahead and do it, because most of the time it'll be worth taking 4 to the dome to negate all those awesome Werewolf abilities. But, if your running Werewolves, you'll definitely want this one.

Lambholt Elder/Silverpelt Werewolf
It's no Hystrodon, that's for sure. Still proably worth running in most Werewolf builds. I really wish it had Trample, but it's not like Green doesn't have plenty of ways to grant Trample!

Scorned Villager/Moonscarred Werewolf
Mana dorks like this are typically pretty awful in EDH. I'd still run Joraga Treespeaker before I'd run this, and I never run Treespeaker. Good luck, Mana Wolf, but you're not EDH material. Sorry.

Wolfbitten Captive/Krallenhorde Killler
Werewolves did need a compelling one-drop and this fits the bill pretty nicely. Sure, the "nce a turn" restriction limits it's EDH applications somewhat, but the Wolf side gets enough of a boost to remain relevant in the late game.

Huntmaster of the Fells/Ravager of the Fells
It goes without saying that this is the cream of the crop, as far as Werewolves go. No matter wich way it transforms, you're gonna get something out of the deal. Flip it one way, and you get to sling a couple Shocks around. Flip it the other way and you get a Wolf token and some life. Pretty damn sweet. My only complaint is that it doesn't play well with Immerwolf, but that's a minor quibble really.

Chalice of Life/Chalice of Death
Cute, but probably too hard to transform to be truly worthwhile. Still, if you have a deck that consistently and reliably has 50+ life, it might be worth consideration.

Elbrus, the Binding Blade/Withengar Unbound
Ha ha oh wow. This is certainly splashy, flavorful and attention-grabbing - all the qualities you'd look for in a Mythic rare. Unfortunately, it's pretty janky. It has Black in it's color identity, which slightly limits it's playability, but if you're playing Stoneforge Mystic and Stonehewer Giant in a deck that also has Black cards in it, you might have a little more luck with this. Hard-casting it just seems like a bad idea. It's too much of a huge removal target to be worth the full eight mana investment.

   And that concludes our look at Dark Ascension. There really wasn't a whole lot to excite me, unfortunately, but then again a lot of the cards in the set are just specific to certain deck types. Fans of Werewolves and Zombies should be perfectly happy, while Vampires mostly got the shaft. The W/B color pair got a lovely pair of bombs in the form of Sorin, Lord of Innsitrad and Vault of the Archangel.

Myexcitement level is not nearly as high for this set as it was for Innistrad, but they did have much more room in INN to play around and make non-Thematic cards. I'm mostly just left hoping the next and final set of the block has more broadly-playable and useful cards.

Dark Ascension EDH Set Review: Multicolor and Lands

Um... yeah. There was a paragraph here, but the Internet ate it. Or something. Anway, cards. Mmmmm... Magic cards.

Sweet abilities, less sweet CMC. Seems pretty playable overall, but possibly too easily outclassed by other cards. Time will tell if this takes off or not, but I can only see myself playing this when I am specifically trying to avoid "good stuff".
Um. Yeah. This is awesome. Hope it doesn't stay ridiculously expensive for long, because I'm gonna need a couple.
We go from Olivia Voldaren to this? WTF? Haste is pretty darn compelling in EDH, the Land of Unending Wrath Effects. But the Sac-A-Human mechanic in this set is a big turn off. The set seems to want you to play Tribal decks, yet it wants you to dilute the Tribal themes with off-tribe creatures. That design fits really well flavor-wise, but it leads to diluted and wonky deckbuilding. Not a fan.
This guy is pretty good. Probably going to be the top Mythic for EDH purposes. The deal-breaker, in my opinion, is that you cast the creature from the graveyard for its original mana cost, so against decks that aren't your colors, this is useless. But, it can get your own creatures back too, so that's a plus.
Seems better in a Grixis deck than straight U/B... we'll see.
Good vampire lord. Should be a sure-thing in any Vamp tribal deck. I do wish it granted Haste instead, but First Strike isn't terrible.
Ghost pirate! Sweet. Very strong and compelling lord for Spirit decks. Definitely a must-run for W/U Spirits.
Another top-notch lord that should basically always be played in the deck of its appropriate colors and tribe. I like how it's versatile enough to go in Werewolf decks or just straight Wolf tribal.
Wow, 5 for 5! Not bad, WotC, not bad. All five of these "lord" cards are very playable and accentuate their respective tribes nicely. This one is no exception.
Compelling at first glance, this thing seems to have a lot going on. However, it probably will prove a little awkward and unwieldy. I expect it to underperform in most decks, but it could be a very important role-player in mono-color decks that don't have a lot of good removal options.
Yuck. Fuck this noise.
Seems way too slow/bad/expensive to be playable. I don't even like how the mechanic gets across the "flavor" of Jar or Eyeballs. Swing and a miss.
BAD. ASS. This should get plenty of play in any W/B deck, or W/B/X deck. Quite a swingy effect for (effectively) five mana. Very cool! Can't wait to get this into my Ghost Council deck.
Super-relevant EDH reprint with gorgeous art? Yes please! I simply must have a foil of this one. The art reminds me of Skyrim.
Meh. Not super exciting, but certainly playable in decks that can really use it. Definitely a boon to Savra decks and the like. At least it can occupy a Land slot, unlike Phyrexian Altar and such. Definitely a step in the right direction.
Pretty underwhelming when you consider stuff like Volrath's Stronghold exists in the format. But, this doesn't have a Black color identity so it's more widely useful. Also, there's Crucible of Worlds to help it along. This isn't going to be a huge megastar in the format, but it should definitely see some play.
















Okay, so that's almost all of it. We've got the Double-Faced Cards to look at, and then we're done. Enjoy!

Dark Ascension EDH Set Review: Green

Green cards, and theorycraft, abound below. Check 'em out:


Decently playable, but not by a huge margin. I don't like that you put the rest into your graveyard, but that's precisely why a certain number of players will like this. Since it requries you to be in Blue as well as Green, I simply think there are too many better options to seriously consider this, unless you're specifically in need of Flashback spells or something.
Man, if it weren't for the Morbid trigger, this would be a huge deal for Animar decks. Perhaps they can still make use of it, but not as reliably as I'd need, for this to be appealing to me. Oh well, it's not like Animar needed the help. He's already stupidly good.


Garbage uncommon is garbage. Oh well.
So weird that this guy has a Sac-a-Human ability, but it does make sense given the flavor concept. He's pretty narrow, though. I don't see too much use for him. The +1/+1 counter angle makes me think, again, of Animar and also of Ghave, but he doesn't seem stellar in either.
Not playable in EDH, but I wanted to feature it here because of the amazing artwork. So beautiful...
I usually don't like things that just get big and don't have evasion. Well, this things evasion is that it just keeps attacking over and over and over... until eventually they run out of blockers. However, any token producer a la Selesnya Guildmage or whatever will hold this at pay indefinitely. Still, this could be useful in decks that can give it Trample (with say, Brawn, for example).
Oh, yay, another way to make Mono-Green decks even more annoying. Still it's a pretty silly card and might be fun for a while. Obviously, the more colors you play, the worse this gets - I don't even see it as viable in a two-color deck.
I'd like this a lot better if it weren't six mana. That plus the "nontoken creature" clause makes it pretty abysmal in my estimation. Possibly worth considering for dedicated Wolf tribal decks, but not much else.

Pretty sweet Mythic, but I'd have preferred Haste over Vigilance. Still, this is pretty playable, though not on the same level as Prime Time or Woodfall Primus, etc. In other words, it won't be a staple of Green decks everywhere, but if there's even a hint of a +1/+1 counter theme in your deck, it is definitely worthy of consideration.
Man, the Fateful Hour part of this is sexy, but given that 90% of the time this is going to be a three-mana Fog and nothing more, the sexiness factor drops off pretty damn quickly. You could just play Tangle and/or Constant Mists, and you'd likely get far more mileage out of those cards.
Boring. a vanilla 10/10 is vanilla at any cost. Sure, this would be great to cast on turn two or three, but that ain't likely to happen. Even at a reduced cost, by the time this hits the table, it's lack of evasion will likely render it irrelevant except as a big dumb blocker.
Again, non-Blue card drawing always deserves some kind of consideration, but I can't see this being realistically good outside of Dredge, and even then it's debatable if those decks even need to draw a boatload of cards. Chances are, they'd just replace all the draws with Dredge activations.

Nice. Odd  combination of effects, but the versatility is there. That and it's hard creature kill for Green which doesn't really get tons of it. I don't know that you'd play this over Plummet... but you might.
I keep bitching about how these mana-fixer guys are always just worse than Sakura-Tribe Elder and Wood Elves. This on is no different, but it's a lot closer than what we've been getting. It's comprable to STE, but in exchange for having to pay a mana to activate it, you get a 2/2 instead of a 1/1. Seems fine for Limited, but I dont' see the slightly bigger body as being worth giving up the free activation. Close... but no cigar.
Another potential Animar helper - if you can somehow make Morbid work for you. Not worth it, in my opinion though.
Probably only really playable if you're looking specifically for Wolf creatures that don't suck. This doesn't suck, but neither is it particularly good either.

Nice aggressive two-drop. EDH is not known for hinging on aggressive two-drops, but this one is still worth playing in the right decks. Those being highly aggresive decks like Rafiq, etc. I do think this could make the cut in Rafiq at the very least, and probably anything else as aggro. Also, any deck that can do cute tricks with Undying.
Okay, now THIS is pretty much guaranteed inclusion in Animar decks. Possibly Ghave as well, though it's not quite as compelling there. But yeah, totally an Animar card, and best of all, it can help you rebuild after a Wrath effect. Replaying Animar and immediately putting 10 counters on him is a great start to rebuilding.

Also funny: Targeting Mindles Automaton with this turns it into a Harmonize!












Next: Multicolor, Lands and Artifacts. Enjoy!