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Switch to Forum Live View DLCR: Scab-Clan Charger
3 months ago  ::  Mar 14, 2013 - 9:49AM #1
CommanderGreven
Date Joined: Mar 2, 2010
Posts: 11,362
Another GTC card to rate is...

Scab-Clan Charger

 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).


Ok I actually like this guy more in Simic then I do in Gruul.  In gruul his bonus is a little less impressive then his buddies but in simic that big defense can be a good combat trick but this guy will also hit the table and evolve a ton of stuff.

2.5-3

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3 months ago  ::  Mar 14, 2013 - 10:02AM #2
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,552
I can't see this one getting more than a 2.0 on that scale. Having played them in my Gruul decks for lack of better creatures, I really like them against Boros, think they are decent in a Gruul mirror, but they are terrible against Simic, Orzhov and Dimir. The good Simic, Orzhov and Dimir decks have little that can be blocked by Scab-Clan, and you cannot win a race by playing 4 CMC, 2 power creatures or by using bloodrush to win combats. This has the further downside of adding only 2 damage to an unblocked creature, and for that reason will almost never be useful in that application.
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3 months ago  ::  Mar 14, 2013 - 10:44AM #3
I-rock
Date Joined: Mar 31, 2002
Posts: 1,025
I really, really like this one.  It hs a solid enough body to set up a solid wall, and the defensive boost from the bloodrush can be great as a combat trick.  Against more agressive decks he's a solid blocker, and against less agressive builds he can make things a real pain to remove. 

2.5 I'll say. 
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3 months ago  ::  Mar 14, 2013 - 10:52AM #4
rstnme
Date Joined: Aug 10, 2012
Posts: 2,582
2-2.5. It's a good creature to have.
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
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3 months ago  ::  Mar 14, 2013 - 3:02PM #5
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,379
Solid 3. It's very good in both Simic and Gruul.
A First look at Dragon's Maze Limited - New article up!
IN THE TANK - my very own blog for rambling about Magic!
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3 months ago  ::  Mar 14, 2013 - 10:11PM #6
Flopfoot
Date Joined: Jul 16, 2007
Posts: 7,798
2.5
Simic creatures are already high toughness low power, so why do I need something so boring. It's a good instant for an aggressive gruul deck and a good blocker for a defensive gruul deck that wants to build up to 6 drop wurms, but without reach or any way to deal with the constant stream of effects coming from boros and other gruul players it's not exactly 'solid'.
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3 months ago  ::  Mar 14, 2013 - 10:46PM #7
krarks_pinky
Date Joined: Oct 11, 2007
Posts: 818
This blocks boros all day long, without trading. That makes it solid.
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3 months ago  ::  Mar 15, 2013 - 1:06AM #8
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,664
2.5-3.0 very solid in multiples.

If you don't value this card highly you probably aren't that successful with Gruul.
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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3 months ago  ::  Mar 15, 2013 - 3:30AM #9
nopemx6
Date Joined: Apr 4, 2012
Posts: 976

Mar 15, 2013 -- 1:06AM, Urzasapprentice wrote:

2.5-3.0 very solid in multiples.

If you don't value this card highly you probably aren't that successful with Gruul.


I've had success with both Gruul and Simic, and this is one of the most underwhelming cards.  Bloodrushing +4 toughness is pretty cool, but if this had reach , then it would be a lot more playable as a creature.  A vanilla 2/4 for 4 is a pretty sad play unless it's Evolving something.  I'd much rather have Ivy Lane Denizen s.  I'll take these as filler cards, but I usually don't end up playing them unless i'm low on creatures.  1.5

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3 months ago  ::  Mar 15, 2013 - 4:37AM #10
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,552

Mar 15, 2013 -- 1:06AM, Urzasapprentice wrote:

2.5-3.0 very solid in multiples.




Interesting, because that was my exact opposite of my assessment of this card. The few times it has shined in the decks I have made it was either a single copy holding back a lot of small creatures on my opponent's side, or a single copy that let me attack with a bunch of small creatures knowing I could use this to kill their best blocker.

Objectively the Pillarfield Ox  aspect of the card is worth 1.5, the +2/+4 attacking boost portion is worth 0.5-1.0. And yet people seem to be rating this card like they will be getting both out of it in a single game. You only get one or the other. You get to choose which you feel is best, but once you've used it for that purpose it can't be used for the other [barring graveyard recursion].

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