Creator of the Multiverse database for custom sets, the Magic Turing machine (proving Magic Turing-complete) and the random Magic card generator.
Although this isn't your first article, I've watched some of your drafts at the academy and congrats on the limited information column. I feel like you made a lot of points about this card and while some of them were more obvious than others, should absolutely have been made, i.e. its versatile and its pump mode is NOT like giant growth.With the note that overall I liked your preview of this card, some constructive criticism:Some points you made were a bit redundant:"On turn three, if we have no other reasonable play, simply playing Slaughterhorn as a 3/2 is going to be the correct move most of the time. Developing your board with high-powered creatures usually takes precedent over anything else in the early stages of a game. "and "We also can't forget that it's a reasonable play to just play Slaughterhorn out as a creature and beat down with it. The decision to do this will be guided by the state of the board, how many creatures we have, if a 3/2 can attack profitably, and if a pump spell could break the game open for us." I agree that when to play this card and when to use it as pump will often be a difficult decision based on board state, which is why I really like bloodrush as a mechanic.Some points I feel may have been useful to mention:The mana cost: Its a monogreen spell! While its easy to associate bloodrush with gruul and extort with orzhov, I think its important to remind people to avoid falling into that trap. You mentioned gruul repeatedly throughout the article, but never simic or evolve as far as I could see. Synergy with evolve: 3 power! A lot of the spoiled evolve cards to date have low power/high toughness. 3 power for 3 mana seems key at getting an powerful evolve deck to curve out properly. There is also a more subtle synergy: since many of the evolve cards make terrible topdecks, players will begin to hold creature spells in hand on relatively stalled board states so that their evolve guys get a bit of a boost when they are finally drawn. Having a high power mono green bloodrush guy is perfect in this situation, since you can use the bloodrush to help trade back to board parity if needed, and if not you can say hello to better evolve creatures.Further use in simic: Playing against a gruul player, everyone and their magic-playing grandmothers will learn (eventually) to respect how much creature pump gruul has. They should be slower to expect bloodrush in a simic deck, which actually makes it even more powerful there. Against a gruul deck, the odds of a bloodrush creature coming in to change combat are incredibly high, but such predictability makes pump spells weaker than normal. As you alluded to in your article, players may often try to bait two-for-ones. I would predict this will happen far less often against simic due to their lower concentration of the mechanic.Neither of us has the full set, which obviously handicaps our abilities to make exact predictions. From the cards spoiled thus far, however, it seems better to me as a key role player in simic than as a part of the gruul horde.
Is Bloodrush considered casting or are you playing the ability? In other words, can you counter the bloodrush? If not, this may be a pretty good fit for pauper infect.