This is a great tool, and I like it because it can be applied in countless ways. Not only will you be looking at what creature to put it on, but also analyzing the whole picture, and trying to make things "magically" work out. You need to get through and hit the opponent to get your extra cards - So, first think about the special abilities of your creatures. Flying is the most obvious option (which is primarily a special function of blue), but there are ways of getting through with any color combination. Most colors have fliers, but instead of relying on flight to hit your opponent, check out more crafty options - green can trample and lure; red packs spells that stop the opponent's blocking power, and can deal direct damage to clear a path; black can strike individual defenders dead, or white out token armies with mass - counter-type spells; white could lure a blocker to Curiosity, only to be dealt damage from instants that apply once a blocker is assigned; and blue itself can use a simple return - Applied to a creature blocking your Curiosity-laced trampler, for example, and the opponent will no longer have a way of avoiding the damage. Another good tactic, primarily found in blue and green creatures, is to place it on a hexproof creature, which will eliminate all the spells that might target it (Protecting it from the control and destruction of blue, black and red). The simplest and surest combination is also found in blue itself - Unblockable. Unblockable might also be found in certain artifacts, so any color could be used, and a more creative design is possible. |
