![]() If you have this in your deck, make sure to hold lands in hand to make it a good topdeck late. It is the strongest Equipment in the set in the sense that it goes into any deck, and coming down on turn three and giving your two-drop +4/+4 is going to end the game very quickly. Hand of Vecna (B): I've seen this go very late in a lot of drafts, and it really shouldn't. If you're entering a new dungeon, it's "gain 1 life," "scry 1," or "each player loses 1 life." If you're finishing one, it's "draw three cards and cast one for free," "draw a card," or "create a 4/4 with deathtouch." So her power partly depends on how deep into the dungeon theme you venture. It's splashable, and if you're just playing red-white anyway, it's one of the best carriers of Equipment in the whole set.Įllywick Tumblestrum (B): Ellywick is kind of funny in that her +1 is simultaneously one of the weakest and one of the strongest of all planeswalkers ever. Tier One: Best of the BestĪdult Gold Dragon (A−): While it does die to Dragon's Fire, this is very likely to connect at least once, and an 8 point life swing is huge. My grades here are mostly based on their respective potential as pick one in pack one. ![]() Some synergy-focused cards will vary in strength depending on the composition of your deck by up to a full grade. After all, you will hardly ever face the choice of taking one rare over another. I am ordering all cards alphabetically in their respective tiers, as nitpicking over an exact ranking of these cards is somewhat redundant. And Forgotten Realms has quite a number of them! Today I am going over which I believe to be absolutely busted, which I think are just okay, and which you likely never want to put into your deck. While commons are the backbone of all Limited play, what takes a deck from good to great is a bomb rare.
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