Gosh guys, I think they're trying to tell us something. So this is clearly no longer some sort of clever, never-before-seen homebrew; Wizards is definitely interested in forcing this a bit. But just to make it slightly interesting, let's mix in some widely ignored cards/mechanics that appear to be getting a more explicit callout in Eldritch.
Were there any more disappointing cards to crack open in Pack 1? I say no. Well Wizards heard the cry of the people and added two more!
While Long Road Home isn't confined to your creatures, it clearly isn't designed to be regularly targeting your opponent's minions unless you like handing out free +1/+1 counters. Assuming that you're meant to flicker yourself, and particularly your own Spirits, what do you really get?
- Re-triggering entering the battlefield abilities.
- Dodging removal (both targeted and for the ones coming back at endstep, sweepers)
- Occasionally messing with your opponent's creatures (either making them miss landing a spell or making them pay an expensive ETB)
Interesting. Of those, re-triggering ETBs seems like the natural home. Let's take a look at ETBs worth turning twice.
One
Two
Three
Four
Special Mention:
This is a pretty fascinating spread. You have three that counters spells (one spikes, one pauses, and one uses hexproof) two tappers, one extra long tapper (though doesn't tap on its own), a super-powered Man O War, and some interesting boosters. Maybe get a clue-engine from the Bygone Bishop and some Inspector parties and you could amass a force that can both tap em down, fly over, and tempo-hilarity.
Let's get to work!
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