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How much does Mobile Garrison devalue Ice Over and Take Into Custody?
Well, it doesn't help the ice'd over guy ATTACK, but I ran into this icing over a pacification array.
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I put Aeronaut REDACTED over Poisoner, since Poisoner is a removal spell
I don't really like Aeronaut, unless revolt triggers are free. But +1/+1 counter on a flier is a weak trigger. If it was EVERY revolt trigger it would be pretty good, but I think usually this is an overpriced wind drake (a card I think is better now)
Interesting point about Rebel and vehicles...a 3/3 for 3 is quite nice, and usually you will be on the beat down? I think that just makes this a C not a top common though.
The three cards I am most confused on are:
Aether Swooper,
Dispersal Technician and
Shipwreck Moray. They all just seem 1 pip underpowered either in p/t or cmc.
I kind of want to believe they are good? i guess swooper HAS to be better than thriving rats, which was at least OK. Dispersal Tech is EXTREMELY high variance, sometimes it will bounce their best card (although you need to win if you bounce their Gearhulk) other times it's a 3/2 for 5? That's a pretty bad fail case. Shipwreck moray would be fine if you had infinite energy... but didn't this card used to cost 3?
AER/AER/KLD looks like an enemy colored draft format to me, although the allied fail cases aren't too bad. Except GW. What does GW do?
It seems like the enemies are "set specific synergy" pairs:
counters
energy (splash R)
revolt (splash G)
vehicles
artifacts
And the allied colors are "classic" pairs:
tempo/fliers
control (artifact)
beatdown monsters
sacrifice (artifacts aggro)
... go wide? 5 color?
G actually has a lot of "
Revolt" cards, more than black, but the BW uncommon is pure revolt and the GW one is just a trigger.