[AVR-ICD] Joint Assault

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Joint Assault 
Instant (common)
Target creature gets +2/+2 until end of turn. If it's paired with a creature, that creature also gets +2/+2 until end of turn.
"By my power, werewolves shall become the wolfir, our allies in combat against darkness."
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Joint Assault
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It's only good if there is enough good Soulbond creatures in the set. Otherwise it's unremarkable filler.
The set's Giant Growth. Is ok. Really comes down to the number Soulbond creatures.
So that's what happens to the werewolves. Er, the...wolfir.
Awww, they're holding hands.
WG could be really sexy if green gets some decent soulbounders to pair with the paladin.  I would imagine they'd get one that either gives another +x/+x boost to both creatures, trample, or both.  As long as it's cheap enough, with this and the silverblade paladin, you could be beating down fast.
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I love the art callback; it's the little things like that that make me smile.

*fist bump*
I agree that it will depend on the number of Soulbound.  Still, should see plenty of limited play.
I love the name of the card and the fact that it's green.

Plenty of inappropriate jokes to be made. 
Flavour text of this card should have just been "nh".

As mentioned before, this is just this sets Giant Growth, though it could do nice things with the 2/2 Doublestrike-granting Soulbond creature.


192884403 wrote:
surely one can't say complex conditional passive language is bad grammar ?

i really like this. I'm wating to see what other green or red comes out.

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I don't know why people are like "meh", what do they expect from a sets "Giant Growth". Every sets got some sort of variant of it and I think this could be pretty good depending on what other soulbond creatures there are.
It's time we get:

Instant (common)
Target creature cannot attack or block. If it's paired with a creature, put a copy of either creature onto the battlefield with a -1/-1 counter on it.
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Artwork is sick. I wonder if there will be any practical way to get soulbond to work with infect creatures, cause that's all I'm thinking about with this card...
Artwork is sick. I wonder if there will be any practical way to get soulbond to work with infect creatures, cause that's all I'm thinking about with this card...

turn 2 1/1 flying poison guy, turn 3 paladin, turn 4 this. A 3/3 double striker, 5/5 if you have 2....Doable.  
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I'm guessing soulbond will be a common mechanic in AVR, it's very flavorful, and this card makes me think we'll see a lot of it.
Unchekced this could be a nasty card in limited.
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I like the flavor text.
Awww, they're holding hands.

With the double strike guy, this thing effectively gives you 8 extra damage for G. That seems pretty good to me, especially considering that if you're already hitting with two double strike creatures 8 damage might be enough to win the game.
... Wolfir? Wut? -_- 


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... Wolfir? Wut? -_- 

read the flavor text...

It is pretty lame sounding but I am obviously a wolf fan. A sentient wolf race - heck yeah about time. I mean cat lovers have leonins! Heck they even have Rhino and Elephant people.....
... Wolfir? Wut? -_- 

Another company already took "worgen".
Awww, they're holding hands.

My first thougt when I saw that was the movie Rush Hour.
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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
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