This card is a powerful manipulator; hence, the heavy cost. It would be a good idea to be fairly certain that you had burnt up your opponent's kills before playing this one, and watch out for blue to easily remove it with an instant. So, paying out that kind of cost isn't always a good idea - But, get ahead of things, and this card lends creature dominance. Whenever you are attacking, you can add 3 damage to any clash, potentially for lethal damage. It's a known enforcer, so it acts as an intimidator, and remains ready on defense. It will act like first strike damage - So, coupled with first strikers, it will be even more potent. Deal your damage without taking a scratch. If you were able to set up 2 or 3 of these, it would allow you to do just about anything, but it's always a matter of managing the situation. You'll need to get a feel for what is in your opponent's deck, to known how and when you should play it - That makes it a likely candidate to remain on the side, until you know that you can work things out. Note that "control"-type decks would render a card like this irrelevant. That doesn't mean that the card sucks, rather, it means that "control" sucks. There is a large majority of cards in the game that will only apply to situations involving creatures. If the opponent refuses to use any, they seize an unfair advantage over more legitimate players, exploiting the freedom to construct decks using any formula you might choose. While I'm not sure how it should be enforced, I strongly believe that this sort of play should be eliminated from the game. There is nothing more pointless or boring than warring against a player who simply counters or kills every little thing you do. |
