Rate Card on playability in Limited - essentially how much of your mana base needs to be devoted to casting it and whether or not it goes in all decks or not. 5 - Late game, 1 mana symbol Sea Gods' Revenge (<4 sources) - premium utility spells 4 - Mid game, 1 mana symbol [c]Lighting Strike[c] (4-5 sources) - most removal 3 - Early game, 1 mana symbol, or expensive 2 mana symbols (not a splash) (6-7 sources) - most creatures 2 - mixed medium CMC cards (8-9 sources) - combat tricks or enchantments 1 - costs like or on curve- 10+ sources - cards of limited scope 0 - Triple mana or double-double - As many sources as you can squeeze in. - extremely narrow cards
In some sense you can think of "playability" as the converse of synergy. Cards that synergize with LOTS of cards or don't synergize at all are highly playable in any deck. If they are also powerful, they will get highly picked. Cards that really demand a strategy or 'build around' may be picked lower than their raw power level would suggest.
I leave the 0.5 values for the gallery to debate about
Acolyte's reward is a good one to start with. I guess on power level it's a 3 - cheap, saves a dude, triggers heroic, burns to the face OR a creature, but playability it's only 1.5 despite the easy mana.
It seems fine - a potential blowout on the level of triton tactics - in heavy white heroic (like god's willing+shock) but otherwise dead.
Overall I would pick it late unless I already had wingsteeds or phalanx leader HOWEVER I will never know this because it's in the first (or second in full block) pack.
EDIT: Of course in BNG there are some pretty good WWX permanents, no commons though.
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"Everything looks good when your opponent passes 4 turns in a row" -- rstnme "Something that does not look good when your opponent does nothing is not a thing" -- me
Basic playable. For the second mark, you need to ask yourself, how high should my devotion be for this to be worthwhile as a combat trick? Carom was playable at one, this should be good at two or beyond. Problem is, you will need to be careful when using this as a combat trick, because instant-speed removal can reverse the two-for-one. Great as response to burn, playable otherwise.
I would put this at a 1.5. I'd rather have a creature or a combat trick.
I'm not sure I understand your ranking system either.
Made a new thread for ranking system. Not sure what you mean by 'rather have a combat trick'... you mean a more general one?
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"Everything looks good when your opponent passes 4 turns in a row" -- rstnme "Something that does not look good when your opponent does nothing is not a thing" -- me
Basic playable. For the second mark, you need to ask yourself, how high should my devotion be for this to be worthwhile as a combat trick? Carom was playable at one, this should be good at two or beyond. Problem is, you will need to be careful when using this as a combat trick, because instant-speed removal can reverse the two-for-one. Great as response to burn, playable otherwise.
I rated it worse than 2 on playability because it actually does nothing on a non-white creature. On power, it seems like a better gods' willing (in near-mono white).
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"Everything looks good when your opponent passes 4 turns in a row" -- rstnme "Something that does not look good when your opponent does nothing is not a thing" -- me
Basic playable. For the second mark, you need to ask yourself, how high should my devotion be for this to be worthwhile as a combat trick? Carom was playable at one, this should be good at two or beyond. Problem is, you will need to be careful when using this as a combat trick, because instant-speed removal can reverse the two-for-one. Great as response to burn, playable otherwise.
I rated it worse than 2 on playability because it actually does nothing on a non-white creature. On power, it seems like a better gods' willing (in near-mono white).
I'm not sure I understand you. This will prevent damage to any creature, regardless of its color, as long as your devotion to white is positive. As such, it's playable in any deck with white as one of its colors, which should give it more than 1.5 for playability. As I said, what hurts it is that it has the greatest potential as combat damage redirection, and instant-speed removal played in response can really mess that up, trading, say, a Lightning Bolt for this and the creature you intended to save. God's Willing is a reactive spell, it usually trades with removal, sometimes leaving a heroic bonus. So I think this should be below God's Willing in power level.
Yes, of course - you have to have A white permanent. But I think we are in agreement that it's A WORSE PICK than god's willing but potentially better with high devotion.
So it's "power" level is higher, but it's worse because it's much more conditional, and actually twice as expensive.
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"Everything looks good when your opponent passes 4 turns in a row" -- rstnme "Something that does not look good when your opponent does nothing is not a thing" -- me
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