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4 months ago ::
Jan 30, 2013 - 8:00AM
#1
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Todays GTC card to rate is... Alpha Authority Spoiler:
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.
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4 months ago ::
Jan 30, 2013 - 8:20AM
#2
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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
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4 months ago ::
Jan 30, 2013 - 8:29AM
#3
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Date Joined:
Aug 10, 2012
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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.
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4 months ago ::
Jan 30, 2013 - 8:49AM
#4
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Date Joined:
Jun 15, 2009
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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.
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4 months ago ::
Jan 30, 2013 - 8:55AM
#5
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Date Joined:
Aug 10, 2012
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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.
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4 months ago ::
Jan 30, 2013 - 9:05AM
#6
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Date Joined:
Sep 30, 2010
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1.5. Though its synergy with Madcap Skills (or Gift of Orzhova ) is sweet.
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4 months ago ::
Jan 30, 2013 - 9:06AM
#7
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Date Joined:
Jul 13, 2008
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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. Domri Rade 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Obzedat, Ghost Council 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Rubblehulk 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Ground Assault 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. Kingpin's Pet 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Mugging 2.0: Creatures 10-16; removal 6-7. Act of Treason 1.5: My 23rd or 22nd card, depending on removal. Gutter Skulk 1.0: 23rd card if I don't maindeck an additional land. Mental Vapors 0.5: This card will sometimes be sideboarded in. Shattering Blow 0.0: I will shred this card for counters. Frenzied tilling
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4 months ago ::
Jan 30, 2013 - 10:10AM
#8
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Date Joined:
Jun 15, 2009
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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.
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4 months ago ::
Jan 30, 2013 - 10:13AM
#9
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Date Joined:
Aug 10, 2012
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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.
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4 months ago ::
Jan 30, 2013 - 10:36AM
#10
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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
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