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).
This would be a 5.0 if it was U or R instead of G. But GW heroic is definitely a weak sister, and a good heroic deck doesn't want to schmear it's mana base splashing for it. It's somewhere between a 2.5 and 4.0. So helpful, I know. I guess the problem is that first picking it and forcing GW heroic seems like a "high variance" strategy.... and when it comes down to it if you actually had 3 heroes on the board you probably way ahead. It does have a very high card win% from the original release (don't know how valid those numbers are a month later). +1/+1 counter to my head... I say 3.5.
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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
I'm not sure I agree with Zenbitz. Green/White heroes is a very strong deck and this card is just obscene in that deck. This thing goes round very, very late for no good reason as it's a good combat trick even without a heroic trigger.
I played against it, and it was just another trick. It does not replace itself, it doesn't help against deathtouch, it needs to hit heroes to be really good. It would be great if it would allow you to distribute three counters among any number of creatures. But then, maybe my opponent didn't know what he was doing.
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