This card probably won't see much use in
constructed play...at least until Griffon Guide
rotates out of standard. And even then, I'm not
too sure what that does for the exposure of this
card. It's a decent all around card, but it just
won't make the cut in a lot of decks.
This one's been around for a while, and nobody
yet's found a use for it. It looks great in
Limited, but outside there, there's better Auras
and ways to kill the creature it's on. Look
elsewhere.
Constructed- 1.2
Casual- 2
Limited- 3.5
David Fanany
Player since
1995
Serra's Embrace
Generally, most Auras don't make the grade for
constructed play unless they have a way of
mitigating the danger of card disadvantage
(Rancor, Elephant Guide, Griffin Guide) or have
a very large, major impact on the game
(Armadillo Cloak, Blanchwood Armor, Moldervine
Cloak). Does Serra's Embrace fall into either of
those categories? The effect certainly qualifies
as major, and there are a few creatures with
in-built protection around now, notably Troll
Ascetic and Paladin en-Vec. The only problem I
immediately see with Serra's Embrace is the mana
cost. For one mana less, you can have Griffin
Guide, which has only slightly less impact and
also gives you a creature left over when you get
hit by Wrath of God. Still, I could see it
happening somewhere, sometime.
Constructed: 2/5
Casual: 3/5
Limited: 3/5
Arcane
Serra’s Embrace
Constructed: A good enchant creature but like
all auras comes with the inherent card
disadvantage. Far better at this point to stick
with Griffin Guide; you don’t get the vigilance
or the extra +1/+1, but you also get a better
chance at not losing a direct -1 on card
advantage. It’s a shame that Auras are
continually left in the back seat and probably
will continue to do so (except in some rare
cases) and be left in the shadow of Equipment
that can go in any deck and is more easily
reused.
Casual/Multi: A powerful effect turning pretty
much any creature into a Serra Angel or better
depending on its size. The disadvantage from
constructed is a bit more compounded here though
as there are lots more sources of removal with
more players; a disadvantage that can be
navigated around with creatures with built in
protections (I’ve had the pleasure of dropping
this on a Paladin en-Vec) to cut down on the
amount of removal that can undo all your work.
Limited: This is a great uncommon bomb for
limited vaulting almost any creature up to fatty
status as well as into the air, and its
vigilance with keep it on the attack and on the
defense. The card disadvantage is offset by the
game winning potential and by the fact that the
best removal in the format can’t really touch it
(it brings the creature out of incinerate,
afflict, assassinate and shock range) though you
do still have to be careful of Terror, Boomerang
and Cruel edict.
Constructed: 1.5
Casual: 2
Limited: 3.5
Nekro
Embrace:
This card is yet another "Enchant Creature".
While it is decent (+2/+2 and Flying), it's not
overpoweringly good, nor does it have any
recursion, to consider playing it too heavily.
Pretty good in limited. Ok in casual... not
really competitive enough for constructed.