School is already out here in Georgia, so I plan to
write reviews and tournament reports more
frequently. This week our Card of the Day theme is
Very Rares from the latest expansion set. We start
off with...
Tank Mutant
Type: Creature
Civilization: Darkness
Race: Hedrian
Mana Cost: Nine
Rules Text:
Instead of having this creature attack, you may tap
it to use its ability.
Your opponent chooses one of his creatures in the
battle zone and destroys it.
Flavor Text:
"Fire the Shocktacular Zaptronic Megaparticle
Lasoblaster Disruptulating Cannon! No, the other
one."
Power: 6000
Rarity: Very Rare
Set: Stompatrons of Invincible Wrath
Power/Cost: Nine mana is a significant cost to
pay. Luckily there are cards that can help ease the
burden. Ever heard of Bronze-Arm Tribe, Faerie Life,
Fighter Dual Fang, or Bliss Totem? High costs are
still not a good thing despite strong mana
acceleration. Tank Mutant has an attack power of
only 6k. He can destroy small Evolutions, most
normal creatures, and bypass most power-restrictive
kill spells. I would have thought they might give
such an expensive card a higher power though.
Civilization/Race: The Hedrian race currently
consists of seven creatures, most notably
Locomotiver and Mongrel Man. They have no evolutions
or support whatsoever. Tank Mutant also hails from
the Darkness civilization. This means he works well
with the other control cards Black has to offer.
Effects: You first have to wait until summoning
sickness goes away in order to use Tank Mutant’s
ability. Your opponent will try to bounce, destroy,
or otherwise incapacitate Tank Mutant in the
meantime. Assuming he survives, Tank Mutant forces
your opponent to smash one of his own creatures
every time you tap him. Who does NOT want a free
Proclamation of Death each turn? You can also decide
not to use the effect and attack with Tank Mutant
instead.
Limited: 3/5
He
actually has potential when drafting Stompatrons.
Bliss Totem and Faerie Life can help get Tank Mutant
out quickly. You could conceivably be destroying one
creature a turn as soon as turn seven. Due to kill
spells being few and far between in draft, he will
probably live a while too. Not bad, but not
unstoppable by any means.
Constructed: 3/5
Tank Mutant is nothing fancy. He would probably work
best with other destruction cards and some mana
acceleration to make up for the high cost. Most
Darkness and Nature decks will reach eight mana for
Vampire Silphy, so why not go one more mana for this
guy? Maybe throw one copy in if you need an extra
punch.