Quartermaster
Power 8.5
Design 6
One of those clearly above rate pulls towards an arcehtype. This is the reason to be going white weenie. To be picking up team buffs. To be shunning non-white spells. You make this on turn four you have five bodies and 6/6 worth of stats. Do that with an Anthem in play and you got 11/11 worth of stats. That packs a real punch. It only gets harder hitting with time too as each extra plains is bringing more 1/1s. Absolutely the highest value card to be flickering in and out as well. The card is even fine in a list with a relatively even split on white. Not too unhappy with a 2/2 and a brace of 1/1s for my four mana. The one thing keeping this in check is quite how all in white it is. This is just stats. Little wide stats. Anyone else with some board presence is not too bothered by it unless you are already well ahead on the board. Anyone without any board is likely packing mass removal, to which this is super cold. In many ways this card functions a bit like a win-more card. You are typically holding it back to deploy after a Wrath rather than curving into it as a means to finish off the game. It is one of those cards that can get away with having higher than average power due to the context of how it functions. The main problem with this card is how well it scales with Anthems resulting in something that is a little polar for my tastes but well within the bounds of what one expects in magic.
Questioning
Power 6
Design 8
Really flavourful and fun white value spell. The rate on this is very poor but the overall returns are pretty impressive. I have done quite a lot of draw 4 with this and that really helps. It is pretty easy to play this in an aggro deck. Arguably the best place to play it. It is not at all hard to conspire with so many token producers and no requirement to be free of summoning sickness to conspire. One mana to play also makes it pretty trivial to play this. At the other end of the spectrum this can be a fine way to start a slower game. Just drop this turn one, have the option to crack a clue at EoT and just have a bit of value without having wasted early mana. This is five mana draw two or nine mana for four cards. These are not good rates. Even if you get to pop your clues for one thanks to a cost reducer the rate still isn't wild. What makes this good is the ease with which you can weave clue sacing into a curve and how that can really let you play a tempo game for a long while. Exactly how white likes to operate. Everyone loves card draw too right?! The white Ancestral Recall, get on board!
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