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 Post subject: DLCR: Angel's Tomb
PostPosted: Mon Aug 31, 2015 2:56 pm 
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|Image|
|New Rating system (RIP Greven)|
Power | Flexibility | Synergy
3.0 - Total Bomb | 3.0 - Effectively Colorless | 3.0 - Best with others
2.0 - Play this card if you can | 2.0 - Splashable, 3 color | 2.0 - Better with some decks
1.0 - Filler | 1.0 - Playable in 2 color without problem | 1.0 - No special interactions
0.0 - Unplayable | 0.0- Needs 10+ colored sources | 0.0 - Sideboard


Card is pretty good. Kind of win more, but getting paid to stall the board is good. You really want to be the beat down though.
1.0/3.0/2.0

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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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 Post subject: Re: DLCR: Angel's Tomb
PostPosted: Mon Aug 31, 2015 3:59 pm 
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I have nothing but good experience with this card. It dodges a lot of the common removal (in fact, (barring spell mastery) all the best removal common spells of each color), and can deliver three damage each turn while the creatures that turn it on serve as defense. I don't see it as a win-more, but as a way to break through in a board stall. It usually can't block, so you need to play 16 or more real creatures with it, but it's very good.

1.5/3.0/1.0

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 Post subject: Re: DLCR: Angel's Tomb
PostPosted: Mon Aug 31, 2015 6:07 pm 
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It's a "win more" in the sense that it's only good if you are playing a dude every turn, and if you are doing that then you are probably winning.

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"Something that does not look good when your opponent does nothing is not a thing" -- me


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