Today's card of the day is Luminarch Ascension,
a White enchantment that
offers an effect both beneficial for and against
stall based deck
designs. This can function well as a finisher in
Turbo Fog or less
likely sidedecked against a non-aggressive
build.
In Constructed and Casual this is a
potentially strong card, but only in
decks that really focus on avoiding damage. Any
kind of burn or fast
offense can either derail or at least delay the
effect long enough to
make the card almost worthless. Four turns can
be a long time
especially with this as a second or third turn
drop instead of a
creature and having an effect based entirely on
what your opponent does
or doesn't do is quite the gamble.
For Limited the tokens are of course very
tempting, but avoiding damage
in this format can be easier said than done. In
Sealed this is worth
playing if you are already running White, but
should not be the kind of
card that tips the balance on your color
choices. In Booster it depends
on whether you are leaning towards a more
offensive build as this card
doesn't add to the field control until later on.
Once it does, however,
it is pretty impressive and hard to handle.
Passing it is hard with the
threat of tokens, but keep in mind the
difficulty in running four turns
in a creature dominated format without taking
damage.
With Multiplayer counting each opponent
causes this quest to activate
very quickly and allows for an army of 4/4
Flying to be amassed very
early on. Just watch for the inevitable attacks
from all quarters to
prevent the effect and this card can win games
for you. Also, I suggest
supporting it with some Fog effects and possible
Crusade enchantments
(and by then Mesa Enchantress) or Coat of Arms
style artifacts to boost
the power of the angels.
Constructed: 3.0
Casual: 3.0
Limited: 3.5
Multiplayer: 4.5
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