Community

 
Jump Menu:
Post Reply
Page 1 of 2  •  1 2 Next
Switch to Forum Live View DLCR: Armored Transport
4 months ago  ::  Jan 31, 2013 - 7:59AM #1
CommanderGreven
Date Joined: Mar 2, 2010
Posts: 11,248
Todays GTC card to rate is...

Armored Transport

 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).


I understand why this card was made.  It's so you always have something to help battalion.  That being said this card still isn't that good.  It's 3 mana for a 2/1 which isn't great.  And it's just not that exciting and dies to any removal.

1

Discuss! 
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:01AM #2
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,614

Jan 31, 2013 -- 7:59AM, CommanderGreven wrote:

Todays GTC card to rate is...

Armored Transport

 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).


I understand why this card was made.  It's so you always have something to help battalion.  That being said this card still isn't that good.  It's 3 mana for a 2/1 which isn't great.  And it's just not that exciting and dies to any removal.

1

Discuss! 




1.5 If I pick it, that's because I have an idea for it.

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
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:16AM #3
I-rock
Date Joined: Mar 31, 2002
Posts: 1,023
Really only good with Battallion.  It's not bad there, but not terribly great.  It's not going to be eating removal, as it's likely going to be the least problematic creature on the board, so it has staying power.

Still, I'd rather have other Battallioneers over this, and I'd pick this up mid to late pack.  I'll give it a 1.5.  Better than another land in the decks that want it, and the decks that don't simply won't grab it.

Funny thing is, I saw this maindecked in almost every deck that grabbed it at the prerelease.  It's definitely not that good, and has only a marginal place in a specific archetype (Boros). 
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:17AM #4
rstnme
Date Joined: Aug 10, 2012
Posts: 2,498
1.5

Fills out the 3 slot nicely.
Limited Guidelines:

5.0: I will take this card no matter what: Pack Rat
4.5: Bomb and/or splashable creature or removal: Aetherling
4.0: Excellent first pick first pack, will sway me into same colors: Advent of the Wurm
3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Gaze of Granite
3.0: Good in-color addition, or splashable removal/creature: Ascended Lawmage
2.5: Solid pick in-color: Bronzebeak Moa
2.0: Creatures 10-16; removal 6-7. Haazda Snare Squad
1.5: My 23rd or 22nd card, depending on removal. Wake the Reflections )
1.0: 23rd card if I don't maindeck an additional land: Murmuring Phantasm
0.5: This card will sometimes be sideboarded in: Uncovered Clues
0.0: I will shred this card for counters: Possibility Storm
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:20AM #5
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,317
1.5. It's fine with Battalion, good with auras and excellent with bloodrush in a pinch. I've taken 7 from this and Scorchwalker once already.
A First look at Dragon's Maze Limited - New article up!
IN THE TANK - my very own blog for rambling about Magic!
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:40AM #6
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,460
Something in the 1.0-1.5 range for me.
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 8:42AM #7
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,614
Put Madcap Skills on this tank and watch him work!

You can't even use the Spectacle removal on it.
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
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 10:05AM #8
EyeHunter
Date Joined: Jan 23, 2007
Posts: 3,439
1.5 in boros. 1.0 in Gruul and simic. .5 in Dimir and Orzhov.
Spoiler: Show
My sig was so awesome it broke Browsers, I had to remove it.
Support Magic Fiction! Or Bolas will eat you

Mar 2, 2013 -- 11:57AM, WotC_MattT 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.

Jan 2, 2009 -- 12:46PM, WotC_dlaugel wrote:

We try to maintain the illusion that Magic cards are written in English.

May 8, 2013 -- 4:42PM, mjeremyjarvis wrote:

May 8, 2013 -- 4:33PM, Yxoque wrote:

Hell, if they steal from us, we'd be honored.


oh my god, AWESOME!
Then changing the Slivers was your idea! haha
lol



I have 6743 Planeswalker points, that's probably more than you.
"Destiny, chance, fate, fortune, mana screw; they're all just ways of claiming your successes without claiming your failures." Gerrard of the Weatherlight
Quick Reply
Cancel
4 months ago  ::  Jan 31, 2013 - 7:56PM #9
Dr_Demento
Date Joined: Jun 28, 2008
Posts: 8,270
Bloodrush enabler, Battalion enabler, good aura holder.

1.5 seems about right. Although it is telling that in the Sealed Pool I pulled 3 of these, I put none of them in there (although I probably should have, because the deck turned out to be creature light).
"I think me going Bang bang bang I win is pretty intuitive"

Mafia Record:
Wouldn't you like to know?

2011 Mafia Awards - Mastermind of the Year

mymoment Show
\

Aug 19, 2010 -- 5:52PM, Vektor480 wrote:

Aug 19, 2010 -- 4:54PM, Dr_Demento wrote:

Aug 19, 2010 -- 4:27PM, TranscientMaster wrote:

Aug 19, 2010 -- 3:07PM, Dr_Demento wrote:

Riggers , every Rigger in print so far boosts other Riggers .



Moriok Rigger does absolutely nothing to boost other riggers. You are incorrect.



Moriok Rigger is not a Rigger in print. Only in Errata

WHAT NOW!

(yes, I did put that phrase in for that exact reason)


Congratulations, they have activated your trap card!


Quick Reply
Cancel
4 months ago  ::  Feb 01, 2013 - 2:14AM #10
MyPouf
Date Joined: Sep 20, 2012
Posts: 150
Who doesn't want to play double Lobber Crew ?

I know it is not at all the same card, but the end effect is pretty similar, you get in for 2 a turn.
More often that not, if you attack before playing your cards, the opponent will not risk blocking it because it's not worth it.
At best, you'll block it and it won't die.
At worst, you'll lose your creature and possibly get some damage through in case of added trample...

Every time I played it, it dealt at least 4-6 damage. I think for 3CMC it is worth it.

1.5-2.0        
Quick Reply
Cancel
Page 1 of 2  •  1 2 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing