fox1342 wrote: Black 22 spell, uncommon Give " When this creature deals combat damage, you take damage equal to how much damage this creature dealt" and unblockable to target creature. **** am I supposed to do with this? Does "you" = creatures controller, so that at least we're both on the same clock? ( I don't think that's how it would work in paper, you=you not controller). Is there some benefit to losing life total for black PWs? It's insanely expensive given black doesn't have free spells. Even if this just cost 2 I couldn't see how to play it. Most cards there's a reason you could play them. There are usually better cards available, but every creature is worth casting if you didn't have anything else. I can't even see a reason to play this if I didn't have any other spells.
HomeRn wrote: This card is rather... unusual... in terms of HOW it should be played. This card is a literal "win condition" when played properly. It's best used as an anti-defender card - playing it on a defender that's about to literally dismantle your board and you can still get your damage through to your opponent's PW while devastating the defender at the same time! Or you can put it on your biggest attacker to bypass a defender... and end the game that way too. Not to mention it's a nasty way of countering Undergrowth Champion...!
HomeRn wrote: fox1342 wrote: Black 22 spell, uncommon Give " When this creature deals combat damage, you take damage equal to how much damage this creature dealt" and unblockable to target creature. **** am I supposed to do with this? Does "you" = creatures controller, so that at least we're both on the same clock? ( I don't think that's how it would work in paper, you=you not controller). Is there some benefit to losing life total for black PWs? It's insanely expensive given black doesn't have free spells. Even if this just cost 2 I couldn't see how to play it. Most cards there's a reason you could play them. There are usually better cards available, but every creature is worth casting if you didn't have anything else. I can't even see a reason to play this if I didn't have any other spells. This card is rather... unusual... in terms of HOW it should be played. This card is a literal "win condition" when played properly. It's best used as an anti-defender card - playing it on a defender that's about to literally dismantle your board and you can still get your damage through to your opponent's PW while devastating the defender at the same time! Or you can put it on your biggest attacker to bypass a defender... and end the game that way too. Not to mention it's a nasty way of countering Undergrowth Champion...!
HomeRn wrote: @Morphis - I wouldn't really treat it as removal though. It's better used as a reversal or "win condition" option.
Morphis wrote: HomeRn wrote: @Morphis - I wouldn't really treat it as removal though. It's better used as a reversal or "win condition" option. Judging by the examples the same win can be achieved in most cases using removal The fact is: since this game has a 3 creature limit and the same creature goes in reinforce, usually no more than 1 blocking is in game. So unless killing that blocking creature is uneffective(gets not killed/is resurrected/spawns another blocker) visions is not better than removal. The problem is that removal is almost alway useful in other cases and also much more cheaper to cast.