Showing posts with label quickie. Show all posts
Showing posts with label quickie. Show all posts

Saturday, 10 May 2014

Quickie Time!

Since I haven't been keeping the site up-to-date lately sorry about that, legal stuff going on IRL), I figure I'd put up a few quickie reviews today. 
 Guided Strike
Guided Strike

Not a bad combat trick, especially with the cantrip. Pretty good for its cost.

Pros: Decent combat trick, cantrip
Cons: Only gives +1/+0
Rating: 3.5/5

Withstand
Withstand

A bad combat trick, even with the cantrip. Pretty weak for its cost.

Pros: Cantrip, Dawnfluke
Cons: Costs 3
Rating: 0/5

Flight
Flight

Does what it says on the package. No bonuses, just flying.

Pros: Gives flying
Cons: Gives no other bonuses
Rating: 2/5

Guard Gomazoa
Guard Gomazoa

Pretty boss blocker. Dies too easily to removal, but is still a great chump.

Pros: Amazing blocker
Cons: Fairly removable
Rating: 3/5

Ogre Savant
Ogre Savant

A wee bit too expensive for a conditional Unsummon on a 3/2 in my opinion. Okay in Limited, but that's about it.

Pros: Unsummon of a dude
Cons: Unsummon is conditional, 3/2 for 5
Rating: 1.5/5

Black Lotus
Black Lotus

Pretty good. Bad top deck if you have no cards in hand.

Pros: 3 mana for 0
Cons: Kind of pricey, bad top deck
Rating: 5/5

Evil Eye of Orms-by-Gore
Evil Eye of Orms-by-Gore

We need more Eye creatures. Not that great since it's basically just unblockable, but locks your creatures out from attacking and it's only 3 damage. Fun to Donate.

Pros: Basically unblockable
Cons: Locks your own creatures, 3/6 for 5
Rating: 2/5

Sunday, 16 February 2014

More Quickies!

Yeah, so in order to compensate you guys for putting up with my lack of regular reviews, I decided to do a fairly large number of quickies today. Hope this makes up for it!

Crusade
Crusade
Yup, it's a cheap anthem. Can't really say much else about it except for the fact that it effects all white creatures, not just your own, so it can kind of be a double-edged sword.

Pros: White anthem
Cons: Universal anthem
Rating: 2.5/5

Dwarven Pony
Dwarven Pony
Yay! A way to give Mutavault mountainwalk! Seriously though, there exists a slim number of cards that this works for, so it's really not that good.

Pros: Gives a Dwarf mountainwalk
Cons: Only gives 1 Dwarf mountainwalk until end of turn
Rating: 1/5

Horned Troll
Horned Troll
Yup, this is a card. It's decent in drafts, but otherwise "meh".

Pros: Regenerates
Cons: No evasion
Rating: 2.5/5

Divine Transformation
Divine Transformation
Another "meh" card. +3/+3 on an Aura for 4 isn't terrible for white. Again, good in drafts, lacking elsewhere.

Pros: +3/+3 for 4
Cons: The artwork lies to you
Rating: 2.5/5

Flashfires
Flashfires
Screw you white decks. That's pretty much all I can say about this.

Pros: Hoses white decks
Cons: Only hoses white decks
Rating: 3/5

Balm of Restoration
Balm of Restoration
3 mana for a worse Healing Salve? Uh, no thanks. And, believe it or not, this is a rare. Goes to show how little WotC knew about the game's meta when they first started out (to be fair though, most games start out like that).

Pros: Prevents 2 damage or gains 2 life, colourless
Cons: Thrice the cost of a Healing Salve
Rating: 0/5

Aura Graft
Aura Graft
I love the original text of this card! Other than that, it's pretty decent, especially since you not only move the Aura, but you also gain control of it. And, it's Instant speed, which is always nice.

Pros: Steal and move an Aura
Cons: Only moves Auras
Rating: 3/5

Scavenging Ghoul
Scavenging Ghoul
Interesting mechanic and it's not a terrible card. This is a mechanic that I'd like to see on more creatures in the near future.

Pros: Gets multiple regeneration chances
Cons: Needs a creature to die per regeneration, 2/2 for 4
Rating: 2.5/5

Order of the Sacred Torch
Order of the Sacred Torch
Pretty damn good card. A 2/2 for 3 with a really good ability, especially in white and despite the life requirement. Not bad.

Pros: Counter magic in white
Cons: Only counters black spells, requires life investment
Rating: 4/5

Show of Valor
Show of Valor
Save a baby; get s defense buff. This has saved a few of my creatures in draft and sealed games, but otherwise it's not that great. Would have much preferred +4/+2 for 3.

Pros: Sizeable toughness boost at Instant-speed, okay power boost at Instant-speed
Cons: Marginally useful outside of draft/sealed
Rating: 2/5

Fear
Fear
Yup, it gives Fear. Not extremely bad on a 2-drop, but not great either. Would have rather seen it on a 1-drop (such as in Gruesome Deformity).

Pros: Gives Fear
Cons: 2-drop, double black
Rating: 1.5/5

Lead Astray
Lead Astray
Gets rid of blockers and prevents attacking I guess. Again, another card that's good in drafts, but terrible in constructed.

Pros: Taps two creatures for 2, Instant-speed
Cons: Only taps two creatures, useless outside draft/sealed
Rating: 2.5/5

Wednesday, 14 August 2013

A few quickies

Today, to make up for my lack of recent posts (yay working 8 days in a row), I'm going to shoot off a bunch of quick, little reviews. Mainly, these will be some of the ones I can't really stretch into a full paragraph.

Steam Blast
Steam Blast
It's a Pyroclasm for one more that hits players. Not bad, but I'd prefer to be faster than to hit players, since my creatures won't have many blockers early game with a properly-timed Pyroclasm.

Pros: Hits everything for 2
Cons: Hits caster, not much added value over Pyroclasm
Rating: 2.5/5

Equal Treatment
Equal Treatment
This can stop things like Blasphemous Act dead in its tracks, but it's really too situational to putting it in a deck. Yeah, it can reduce the damage taken in combat, but a) it reduces the damage your blockers deal too and b) run Fog instead. I guess it could be used with tokens to deal more damage, but there are much, much more effective ways of doing that. In my opinion, run Divine Presence instead in Constructed.

Pros: Stops massive burn spells, card draw
Cons: Fairly situational, double-edged sword
Rating: 1.5/5

Sylvan Yeti
Sylvan Yeti
A less vulnerable Maro. Wish this had evasion. Still, not a terrible 4-drop.

Pros: Less vulnerable Maro
Cons: No evasion
Rating: 2/5

Peace Talks
Peace Talks
Great card if you can cast it in response to a Time Stretch or on someone else's turn in a multiplayer game. Even if you can't, this can be a really useful card as a last cast in your turn, despite the fact that it may prevent you from dealing with problems that arise on the next turn.

Pros: Protects everything for two turns
Cons: Could prevent you from dealing with problems
Rating: 3.5/5

Pardic Lancer
Pardic Lancer
This isn't bad enough to make fun of, but it's still bad. It's that special kind of bad that makes you sad that it exists.

Pros: Potential to get first strike and +1/+0
Cons: Discard at random for ability, 3/2 for 5
Rating: 0.5/5