This card provides a good combat trick for
limited play for a good cost.
Obviously, this card gets better and better the
more of them you have in your deck, but the
beauty of this card is that it's totally
playable even if you have only one or two in
your deck. This card's value is not dependent on
you having a large number of them in your deck.
Many limited players have pointed out that
Coldsnap has virtually no green or white cards
that are unplayable in limited. On the other
hand, this card is strictly for limited, its
ability being nowhere near useful enough for
most constructed decks, even mono white weenie.
Just stay away from this card. White has so many
better cards for enhancing your creatures that
are more efficient and advantageous. Just stay
with the tried and true cards like Glorious
Anthem and Crusade.
Combat tricks are nice, especially in White
Weenie decks like the ones this card was
obviously intended for. And this trick gets
better every time you play it, so if you play
it, you're playing as many as you can. Looks
like it would be good in Limited, especially
since you can play more than four copies, but
you'd need lots of copies AND lots of
combat-ready creatures to make it work. Jordan
Kronick could tell you how good a gameplan this
is in Limited.
Cry - I've seen a lot of people getting very
excited about the War Cry in draft. Honestly, I
don't see what all the hype is about. There are
some great "kindles" in this set, but this one
seems a bit lackluster. Like most morale
effects it has a chance of totally turning the
game. Or it has a chance of doing absolutely
nothing and sitting in your hand while you wish
you had removal or a creature. I'm not a huge
fan of taking a lot of pumping effects in
limited. One or two at most is all I'll run and
this thing requires you to be running more than
just a couple to be effective.