First of all, I really hate this creature's
name, it's got sort of an Irish."they're always
after me lucky charms." quality about it. I
really like this creature in booster draft, no
surprise, since I really like blue/red in
booster drafts since Guildpact arrived. Like,
but not love. This card is not broken. Don't kid
yourself, the triggered ability of Dragonauts
won't matter to your game very often. The point
is, this card is simple and solid. You get a
cheap flyer that can hold down the fort for your
side in the early game, when blue/red draft
decks are their most vulnerable. I highly doubt
Wee Dragonauts is powerful enough a card to be
valuable for constructed play, except, of
course, for Ravnica block constructed, where Wee
Dragonauts could be just enough of a useful
creature to make the cut.
It seems that there is a lot of hype over this
card. In some funky combo based decks, this can
works as a kill card I suppose, but even then,
I'd rather just have a big 'X' spell to finish
with. It's not very efficient as far as a three
casting cost creature is concerned. It's also a
bit of a pain to cast. I think it can make it's
way into a few decks, but it will rarely be the
card you fear sitting across the table from.
Constructed: 2
Casual: 2.5
Limited: 2.5
Christine
Gerhardt
Wee Dragonauts
An interesting little flyer for limited play. If
you have the instants and sorceries, it can get
very annoying for your opponent. And because it
has a 3 toughness, it also makes a good blocker
against many of the 2/2 flyers.
Not really showing up in constructed, but it
might be a fun add to a casual deck with a lot
of instants and sorceries.
Constructed - 2
Casual - 2.5
Limited - 2.5
BMoor
Wee Dragonauts
Everybody loves the Wee Dragonauts. They're
little fairies in goggles, riding an
electomagnetic flying machine. And they have Wee
in their name.
Izzet players love these wee folk even more, as
they make great heavy hitters in any Izzet deck.
No red-blue deck worth its Signets these days
can get to its combat step without playing at
least one instant or sorcery spell, meaning the
Dragonauts can almost always swing for at least
3, making them a 3/3 flier for three mana in
practice. And the fact that they gain power from
instant played after blockers are declared gives
the opponent headaches trying to figure out
combat math based on the Dragonauts potential
power.