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2 months ago  ::  Mar 21, 2013 - 8:07AM #1
CommanderGreven
Date Joined: Mar 2, 2010
Posts: 11,315
Todays GTC card to rate is...

Soul Ransom

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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 is a tough one to rate.   Mind Control style cards are always powerful in limited.  And this one can be very good, however the opponent has the ability to ditch cards to destroy it.  Granted the opponent draws 2 cards as well though.

Grr this one is tough.

3.5

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2 months ago  ::  Mar 21, 2013 - 8:17AM #2
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,527
This is a 4.0 for me (For reference, Mind Control is a 4.5) This works out to either Mind Control, or a 4 card swing in your favor. If you can't win with that, you are typically in a situation where nothing will save you. Most opponents I have played against just take the 4 card swing at the first available opportunity -- getting a 4 card swing for 4 CMC should generally net you the game unless you are killed before you can play them.
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2 months ago  ::  Mar 21, 2013 - 8:21AM #3
krarks_pinky
Date Joined: Oct 11, 2007
Posts: 810
4.25 for me

Just re-echoing what Bobus said. And I've played this later in the game when opponent had no cards in hand, I take their best creature and there's nothing they can do about it.
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2 months ago  ::  Mar 21, 2013 - 8:26AM #4
silentbobus
Date Joined: Jun 15, 2009
Posts: 7,527

Mar 21, 2013 -- 8:21AM, krarks_pinky wrote:

4.25 for me Just re-echoing what Bobus said. And I've played this later in the game when opponent had no cards in hand, I take their best creature and there's nothing they can do about it.




This is a tricky format. I like to keep 1 card in hand at all times (typically my last land), so my opponent doesn't know I am helpless, and so that if Soul Ransom is played I have the opportunity to get my creature back the following turn. Yet recently I lost a game to Undercity Plague that I would have won if I'd just had the additional permanent to sack!

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2 months ago  ::  Mar 21, 2013 - 8:49AM #5
TheFranchise
Date Joined: Jun 18, 2012
Posts: 689
Strong 4.0.  An opponent's best creature or a net three card swing at 4 mana?  Sign me up.
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2 months ago  ::  Mar 21, 2013 - 9:34AM #6
Rathyr
Date Joined: Dec 3, 2009
Posts: 1,608
Anytime I've played it, Ive had a sac outlet (usually a Barricade, sometimes an Informer). So it ends up a true Mind Control if the creature isn't immediately game changing, or a borderline unrecoverable card swing.

1 for 5 deal backbreaking (opponent discards 2, you draw 2, creature gets sac'd). Even without sac, if you play it when they are on an empty hand, you've got time to mess around with it before they grab it back. Played on the curve they are going to be giving up cards they actually need. I love this card, now that I've actually used it.

4.0
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2 months ago  ::  Mar 21, 2013 - 10:07AM #7
Lobster667
Date Joined: Sep 30, 2010
Posts: 5,365
4 seems about right.
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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2 months ago  ::  Mar 21, 2013 - 10:31PM #8
Urzasapprentice
Date Joined: Jul 13, 2008
Posts: 1,655
3.5
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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