I was a little surprised to see this card in
M10, so many years after white first dabbled in
the ability in the form of Shining Shoal. These
days, though, you can't use your Caves of Koilos
to kill someone who's on their last life point,
so maybe it's a little fairer. When you're on
the receiving end of Harm's Way, though, it
still doesn't feel particularly fair!
-Balding
for just over 5 years
-Playing MTG for just over 10
Harm's Way
One of the best new cards in M10. This will see
play and often. Not often does white get direct
damage powers and that is just what this is. I
am seeing this pop up in Merfolk decks as well
as Kithkin and Weenie. It saves your creature
and on top of that can pop one of theirs or put
your opponent that much closer to zero life.
White has really got a boost in M10.
Constructed: 4
Casual: 4
Limited: 4
Multiplayer: 3
Miguel
Thursday 3-30-09
Harm's Way
Constructed:
The new mini Shol? So far it has not show to
much in main decks for standard. Still a good
sideboard card for burn decks or combat tricks.
Casual & Maltiplayer:
Of look that creature on the other side of the
table shall take two damage please.
Limited:
This is a great card for sealed and draft. I
would highly draft this card. It is extra
creature removal or get some extra damage in
against your opponent.
Overall a good card that has some time to live
up to its hype.
Constructed: 3
Casual: 3
Multiplayer: 4
Limited: 4
Later
Miguel
Paul
Magic The Gathering COTD: Harms Way
Welcome back readers, today’s card is Harms Way
a card that can prevent and redirect damage to
an opponents creatures and the opponent
themselves. The ability to negate an opponents
targeted burn spells and redirect damage that
would be lethal to you or your creatures can
change the tide of a battle and deal the last
points of damage you need to finish an opponent
or a particularly deadly creature. In standard
white has a plethora of efficiently spells
available, the one mana casting cost of Harms
Way is unfortunately the same cost of Path To
Exile the most commonly played removal spell in
the format. While Harms Way isn’t a removal
spell it can act as one in certain situations
limiting its effectiveness but still providing
an ample amount of flexibility. In extended and
eternal formats it may see a small amount of
play but the sheer number of available cards
limits its usefulness. In casual and multiplayer
the ability to redirect damage your creatures
take and deal it to another players creatures
providing some interesting combat interactions
and the ability to prevent game ending direct
damage spells. In limited it acts as a combat
trick, damage preventer, and possibly removal
making it a potent card for any player to draft.
Today's card of the day is Harm's Way, a mini
Swerve in White which actually makes sense gets
credit for flavor alone. The effect is extremely
powerful as it works against combat or effect
damage and redirects it at will. You can use it
when blocking or attacking and in response to an
opponent effect or even your own that deals
damage. A very versatile card that can really
change the shape of the battlefield.
In Constructed and Casual it functions as a
solid redirection of damage that can protect
you, your Planeswalkers, or creatures from a
near death experience then share it with a
target of your choice. The fun that can be had
with this and cards like Spitemare and Protean
Hydra is obvious, but flipping an opponent's
spell against them gives you the card advantage.
In Limited this is pretty much a bomb uncommon
as nearly every match is decided by creatures or
burn. Even two points of damage reflected away
can seriously change the course of a game and is
very much worth playing if your deck includes
White.
In Multiplayer the same comments as above apply,
but with the added bonus of being able to send
damage at a player that was an innocent
bystander before you involved them. It may make
two enemies instead of one, but it is a really
amusing move and possibly very beneficial for
board position.