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Showing posts from January, 2014

100 Uniquely Strong Magic Creatures Part 5/5

100 Uniquely Strong Magic Creatures Part 1/5 100 Uniquely Strong Magic Creatures Part 2/5  100 Uniquely Strong Magic Creatures Part 3/5 100 Uniquely Strong Magic Creatures Part 4/5  Goliath Sphinx You could do much worse for seven than a giant flyer with no drawback. If Mahamoti was a decent deal at six, then your extra colorless mana nets you +3/+1. 16 CPT Stormtide Leviathan You're getting a Moat and a 8/8 unblockable creature for eight mana. That's pretty awesome. The drawbacks are - you are getting a Moat yourself, not a big deal if you are swinging for eight a turn, - triple blue requirement, ehh - your opponent gets all islands which may help them out, but it might help you as well. Greater Gargadon A pretty good one drop. I don't know how often you would even cast it for ten mana. The best part of the card is the ability to sacrifice permanents at will causing fizzles and such. The payoff of all the waiting and sacrificing is a big beastie. 17 CPT

100 Uniquely Strong Magic Creatures Part 4/5

Tsabo Tavoc Really hates on other Legendary creatures. Seven power on first strike is good. It does die to more popular types of removal. Kind of iffy if it's worth occupingy a seven slot in a Rakdos deck. 12 CPT Indomitable Ancients I'm really not sure if this is good or not. I suppose if you need good blocking you can't do much better for four mana. No defender means it can even swing when the board is low. Isleback Spawn Probably too expensive for most decks. I personally don't care for shroud. It nerfs you from abusing creatures. Hexproof is just much better. No evasion of any kind also really hurts this. Even Islandwalk would have been flavorful. Assuming you can consistently mill yourself 8/16 is much better though it has the same problem that it can be stopped by anything and you have no ways of getting it in there. Arachnus Spinner Nice deal for the stats and Reach on a larger than normal Giant Spider . The ability to grab a mini Arrest from anywh

100 Uniquely Strong Magic Creatures Part 3/5

100 Uniquely Strong Magic Creatures Part 1/5 100 Uniquely Strong Magic Creatures Part 2/5 Adaptive Snapjaw Looks fairly underwhelming at first. If you can evolve it though, 7/3 or 8/4 is much more appealing. It's not hard to evolve either. No trample and easy to kill are knocks on it. Blistering Firecat A Ball Lightning kitty which costs one more for one more power. It still has to come out on turn four, even if morphed. It gives you more options on the turn you do decide to unleash it. Force of Savagery It combos decently with some cards, but needs a toughness boost to even survive limits it. Trample is good in case it does survive for a turn. Lack of haste hurts for this kind of card. 9 CPT Wall of Shards If your point is to hold your opponent off before you can combo or unleash some bomb, you can't get much better than Wall of Shards. In theory you wouldn't care about the life gain and a 1/8 flier for two is remarkable. Palisade Giant Six mana is a