DLCR: Alpha Authority

14 posts / 0 new
Last post
Todays GTC card to rate is...

Alpha Authority

 
Show

5.0: First pick no matter what.  I will always play this card.
4.5: Splashable and first pick worthy.
4.0: First pick pack 1.
3.5: Early pick though not always a first pick.
3.0: Solid early/mid pick.
2.5: Solid pick in color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).


This card seems pretty good.  It's not first pick material but I think maybe mid to upper pick.  Hexproof is a strong ability and the other bonus isn't bad.

2

Discuss!

edit: I misread and it's not quite as good as I thought but I still think it's solid. 
If you get this on a fatty like Rubblehulk or something with trample/evasion, it's going to be pretty unfun for the opponent. I expect a groan on one side of the table nearly every time this is cast. Keep up that instant removal against green! (as if you weren't doing that already for Bloodrush)

2.5-3.0
2.5

It takes up a removal slot in a format that needs removal, but doesn't have the drawback of being easy to get rid of by itself.

I found Carmen Sandiego before you were born unless you're Zlehtnoba.

Sorry, I just don't see this card being overly useful, I'm looking at it being in the 1.0-1.5 range. It's a creature enchantment that doesn't boost attack or grant evasion. If your opponent is holding instant speed removal they can still cast it in response. If you play it on a big creature your opponent can still chump it. The only good strategy I can see is to cast this on a fat trampler that can't be killed by a single opponent creature.
Sorry, I just don't see this card being overly useful, I'm looking at it being in the 1.0-1.5 range. It's a creature enchantment that doesn't boost attack or grant evasion. If your opponent is holding instant speed removal they can still cast it in response. If you play it on a big creature your opponent can still chump it. The only good strategy I can see is to cast this on a fat trampler that can't be killed by a single opponent creature.



So you don't consider having to be double chumped evasion?

Still, I see your point. Prob a low 2.0.

I found Carmen Sandiego before you were born unless you're Zlehtnoba.

1.5. Though its synergy with Madcap Skills (or Gift of Orzhova) is sweet.
Preparing for the M14 Prerelease - New article up! IN THE TANK - my very own blog for rambling about Magic!
I'm leaning 1.0 right now
bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1.Archangel of Thune 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Jace, Memory Adept 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Haunted Plate Mail 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Doom Blade 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. wall of Frost 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Dark Favor 2.0: Creatures 10-16; removal 6-7. Elvish Mystic 1.5: My 23rd or 22nd card, depending on removal. Act of Treason 1.0: 23rd card if I don't maindeck an additional land. Lay of the Land 0.5: This card will sometimes be sideboarded in. Brave the Elements 0.0: I will shred this card for counters. Darksteel Forge
Sorry, I just don't see this card being overly useful, I'm looking at it being in the 1.0-1.5 range. It's a creature enchantment that doesn't boost attack or grant evasion. If your opponent is holding instant speed removal they can still cast it in response. If you play it on a big creature your opponent can still chump it. The only good strategy I can see is to cast this on a fat trampler that can't be killed by a single opponent creature.



So you don't consider having to be double chumped evasion?

Still, I see your point. Prob a low 2.0.



I'm pretty sure you're thinking of Madcap Skills. This one says it can be blocked with at most one creature, which means that you can chump block the creature as you would normally.
Sorry, I just don't see this card being overly useful, I'm looking at it being in the 1.0-1.5 range. It's a creature enchantment that doesn't boost attack or grant evasion. If your opponent is holding instant speed removal they can still cast it in response. If you play it on a big creature your opponent can still chump it. The only good strategy I can see is to cast this on a fat trampler that can't be killed by a single opponent creature.



So you don't consider having to be double chumped evasion?

Still, I see your point. Prob a low 2.0.



I'm pretty sure you're thinking of Madcap Skills. This one says it can be blocked with at most one creature, which means that you can chump block the creature as you would normally.



Ah, mix-up. Thx. Wow this card is pretty bad.

I found Carmen Sandiego before you were born unless you're Zlehtnoba.

I got to play this on a Rubblebelt Raiders at the pre release, which easily became a 'sacrifice a creature or lose the game' every turn.  Granted, that's on a rare, and the lack of trample was annoying, but I can see this being usefull on a Ghor-Clan Rampager or similar with bloodrush open.

Cheers
.5-1.0. It's just not worth a card.
Check out my cube!
Show
My sig was so awesome it broke Browsers, [url= http://community.wizards.com/go/thread/view/75842/29455423/For_some_reason...]I had to remove it.[/url] Support Magic Fiction! Or Bolas will eat you
57193048 wrote:
You should never explain layers to people unless one of the following is true: they're studying for a judge exam, you're both in a Ben Affleck movie and it's the only way to save the world, or you hate them.
56663526 wrote:
We try to maintain the illusion that Magic cards are written in English.
56333196 wrote:
69511863 wrote:
Hell, if they steal from us, we'd be honored.
oh my god, AWESOME! Then changing the Slivers was your idea! haha lol
56734518 wrote:
Occassionally when catering, I've been put the task of arranging Fruit and Cheese or Grilled Vegetable platters. More than once a high class buffet has started with the mark of Phyrexia upon it. Since i've got a good eye for color so it looks great to people who don't get the "joke" (it's a niceley divided circle after all: the outline gives you 4-6 "regions" to work with), this has actually got me put on platter design more often, resulting in Phyrexia's presence at more private and industry events.
I have 6917 Planeswalker points, that's probably more than you. [c=Hero's Resolve]"Destiny, chance, fate, fortune, mana screw; they're all just ways of claiming your successes without claiming your failures." Gerrard of the Weatherlight[/c]
About a 1.  There's enough reasons in this set to make Hexproof matter, and the single block removes a lot of risk from combat.

Still, it's sideboard material at best most of the time.  Doesn't do a lot for you, although added this to any creature with Madcap Skill or vise-versa is fun stuff and wrecks the game.  Not worth it on its own, however.

I'd really have to be hardpressed to want to maindeck this, although if it appears that the draft has become removal heavy by pure chance I would.
I would call this a 1.5. This could work well when put on the appropriate creature. A creature with first strike or deathtouch would benefit greatly from this card. Or possibly a Cipher trigger or something of that nature.

On a side note, in standard, it could see play with Ethereal Armor.

~Magusofthewin
On a side note, in standard, it could see play with Ethereal Armor.

I think it can be a good fit in multiple copies in an enchant deck just like Ethereal Armor was.

I drafted a deck the other day in a Simic/red that included (among others):
3x Armored Transport
2x Spire Tracer         
2x Deathcult Rogue
2x Alpha Authority   
2x Madcap Skills
3x Forced Adaptation

Any creature becomes a pain...  


Outside of this type, it's a 1.0