![]() The three life you gain rarely makes much odds however and on that basis incinerate is the better card (despite helix being less playable in general anyway due to more restrictive colour requirements). 3 damage is the right number for two mana, instant is optimal. It does all the things you want it to do and is great value with the three life. The helix is vastly overrated by most players in most formats. This is just something we will have to live with as both artifacts and deed are too good to cut. Things tend to just be dull and one sided when deed is faced by the artifact deck which does not do too much to improve the cube. ![]() As this remains perfectly good without artifacts it is not at all a hoser, neither is it used solely for that purpose. Walkers are already good enough and don't need to be encouraged on both sides of the table for silly reasons like this! While being generally very good the deed single-handedly annihilates most artifact based strategies. By playing your own walkers you can take advantage of the downside and destroy the world heavily in your favour board position wise. Unlike vindicate the deed fails at dealing with planeswalkers. Overall the costing of this card seems about right leaving it as a medium power level card that can be shifted in either direction based on deck design and opponents skill. While bounce is generally very versatile you rarely want to use this on your own cards making it less powerful as bounce. Black is the discard colour however and if supported by some of blacks discard arsenal recoil starts to look better than vindicate. It is quite easy to play around recoil by keeping land in hand, and so it sees less play as a result. It is hard to lose card advantage by playing this spell, which makes it an excellent bounce spell but then again it would have to be at three mana. Recoil is far less of a removal spell than pulse or vindicate or beast within but it makes up pretty well for this by being instant and offering no drawback. Black green is one of the most common colour combinations which works in this cards favour but I fear this will soon feel the sting of relegation as beast within continues to prove itself. Pulse is what you play when you don't have room in a deck to play a couple of more specific yet far better spells. ![]() The only real way to kill a walker and feel ahead is to do so by attacking with guys you have in play or a counterspell. The main feature of this spell is that it kills planeswalkers, when it does do this however you are generally behind as they have traded one for one, with pretty similar mana but had at least one use from thier walker. The hit all copies effect is rarely of relevance in the cube and doesn't feel like card advantage even when hitting multiple tokens. Not being an instant is far more significant on this spell as it can't deal with man lands and, while still very versatile, feels more over-costed than vindicate and is thus a very clunky card. This is particularly difficult if you have no other enchantment removal say and happen to be playing verses an opposition deck. The most common of those is weather to use on a low power target to gain immediate tempo or save it to deal with a card that ruins you. While quite a bland card the sheer number of targets it can hit means it does offer lots of choices. Instant speed would obviously be better but I think we already have enough from this card. The double colour is good as vindicate would get played too much otherwise and get very boring for deck construction. I view a double colour requirement and sorcery speed as a limitation rather than an actual drawback such as that of Beast Within. It can offer free wins if they hiccough on lands, has aged well to hit planeswalkers and is one of the few absolute auto include cards if you have the colours easily accessible. This card embodies versatility and is never a dead card.
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