This half-a-card is essentially better than one of the most powerful cards of its time: Regrowth. Mind Rot in itself isn't bad, but you usually don't want cards that do only that, so let's check out the second half. END ASIDE.įour mana is a bit expensive for plain Mind Rot and nothing else, so you can consider the extra cost as a tax for being able to fit this ability onto half a card. Of course, this doesn't apply to the rare split cards. The cards improve significantly when you consider that there will be times that you just won't have the mana to perfectly cast multicolored spells, making the uncommon splits better in that regard. It can win the game, so this isn't really an emergency button, but with the wealth of goodies that white and/or green already has, it might as well be.ĪSIDE: I did not consider how the split cards work in what will definitely be a three-color metagame, because the number of possibilities to consider are huge. This is a "worst-case scenario" card, where each mode is good when your standing in the game isn't. Assuming you have more creatures, you could compare this to a six mana creature called Goldnight Redeemer, which gave you a 4/4 flyer and a little less life. You aren't really going to cast this half by itself barring a really dire situation, so that means this card is really meant to be fused.Īssuming you have no other creatures, fusing this card means you have spent five mana for a Centaur Healer that gave you less life. Whether you remember it as the Peach Garden Oath or Festival of Trokin, you will know this card now as a "bonus" effect. Times have changed since, and a Hill Giant (in green, of all colors) is just not that good anymore, not even in Limited. This half is essentially a reprint of the green half of Assault//Battery. Primarily red, but being able to fuse this card is a dream worth pursuing. Why wipe the opponents' side of the board when you can wipe your opponents' face? Still, there will be times when you don't just win outright with this spell fused, so improving the board may be a better option than just waiting for the winning moment, as the card (and you) is more likely to be dead as the game goes long. PRO TIP: Most of the time, you want to cast both halves on two separate creatures. Sure, trample is usually preferred over this, but you will not always have a critical mass of tramplers. You can see the green half as either an easier cost for Alluring Scent or a downgrade of Bloodscent, but either way this half gives Gruul a way to punch through your opponent in a timely manner before the advantage shifts away with the passing of the early-mid game. We may not have infect anymore to have the slightly better Assault Strobe earn some easy wins, but it is still pretty potent when you are either racing with your opponent or wrecking the cushion off what your opponent thinks is enough life. It also pairs well with a certain blue wizard. Granted one version is temporary while the other version is situational, but it still gives you a definite answer regardless. The card is essentially a removal spell regardless of which mode you play it. It isn't often that you would want to undermine your opponents' position with both halves when one or the other will usually do, but you can set your opponent very far if you do manage to hit him with the one-two punch. This half and the previous half essentially means that, in the right circumstances, you can answer a problem creature on the board regardless of what it is.īoth halves combined can be a powerful tool when the creatures on the board are just staring at each other. We've probably been way too spoiled by Vapor Snag for people to see the more expensive Unsummon as good, but given the need for Dimir to have instant-speed answers, two mana still fair enough price to pay to bounce a creature at a critical moment.ĭiabolic Edict is probably an unfair card to compare with the black half when two mana usually gives this effect at sorcery speed.
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