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 Post subject: DLCR: Coralhelm Guide
PostPosted: Wed Oct 07, 2015 7:21 pm 
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Greven's Rating system:
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).


Is this playable or not?? It a blue ally, so meh. It's a piker , so meh. It's not colorless. I guess -- is the activated ability worth it?
I guess it's a 1.5, but is it a closer to 1 or closer to 2?

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PostPosted: Wed Oct 07, 2015 7:39 pm 
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2. You're probably going to have a 7 power creature in your deck to make the ability worth it.


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PostPosted: Wed Oct 07, 2015 11:53 pm 
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Preferred Pronoun Set: SE / squinty / squints
1.5

It's not very good until pretty late, and even then...

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PostPosted: Thu Oct 08, 2015 2:26 am 
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2.0

Playable both early and late. It already won me a game, unblockably attacking for lethal together with some fliers. Many decks in this format will play 18 lands, five mana will be available sooner rather than later.

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PostPosted: Thu Oct 08, 2015 5:36 am 
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2.0

Trading with a Scion sucks, but you need early interaction, or you're going to be run over by Gnarlids. The ability is actually good late in the game.

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PostPosted: Thu Oct 08, 2015 3:54 pm 
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Lost to this last night! Of course, without him activating the merfolk I was just chumping an 8/9 lifelinker, so...

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