This seems... one sided. It effectively gives a
creature flying, but only for purposes of
attacking, and it gives shroud, but only against
opponent's targeted spells. The greenshroud
helps solve the issue of "if my opponent kills
it, I lose two cards", and the aggro-flying
helps what is ostensibly a big, green, beater
push through for more damage, so I can see it
catching on in any deck with Big Ol' Green dudes
that you might have a vested interest in keeping
around. I'd still be much more impressed if it
gave +1/+1 or something.
Welcome back
readers today’s card of the day starts our
reviews of Worldwake cards, today’s card Canopy
cover is green enchantment costing two mana. It
grants the enchanted creature the ability to not
become blocked by anything but creatures with
flying and secondly it cannot be the target of
spells or abilities your opponents control.
Normally enchantments are bad as they provide
the opponent with an opportunity for a two for
one, in Canopy Cover’s case it allows your
creature to be untargetable by opponents spells
makinga two for one less likely. In standard I
doubt this enchantment will see much play
although it does grant dual evasion to a
creature, most enchantments don’t see play at
higher levels although in the right build I
think this card could prosper.
Put it on
creature that has a powerful ability when its
damages an opponent and profit. In extended this
card won’t see much play although the potential
to be devastating is slightly stronger, throw
this on a Tarmogoyf and all hell breaks loose as
the only answer is board sweep or besting it in
combat. In eternal no way unless it’s a part of
a stompy build utilizing fast creatures and
other enchantments like Rancor. In casual and
multiplayer this card is fantastic it turns one
of your creatures into Siliana Ledgewalker
making it difficult for opponents without flying
creatures to take the creature down. Giving you
an advantage over opponent’s creatures that can
be targeted and blocked by conventional means.
In limited I would draft this card highly not
over removal but definitely if you’re in green
and have a decent amount of creatures to attach
it to.
Today's preview card is Canopy Cover which is a
two mana Green enchantment with two useful
effects. The first prevents it from being
blocked by creatures without Flying or Reach and
the second gives it "Troll Shroud" preventing it
from being targeted by an opponent's effects.
Combined they are quite useful on an already
aggressive creature, but do not turn a weak
creature into a major threat as it has no
offensive boost.
In Constructed, Casual, and Multiplayer it is
generally shown that aura cards are not
particularly effective as they require a
creature to target and give the opponent a two
for one card advantage when the creature is
removed. This card mitigates that somewhat by
having two protective abilities, but the deck
running it really needs to be oriented towards
taking advantage of these effects without the
creatures being too weak on their own. A fairly
difficult balancing act, but this card may see
some play especially in any Aura based
enchantress/wombat style decks.
For Limited this is the kind of card that can
potentially turn any moderately powerful
creature into a game-ending threat. Flying and
Shroud are both powerful in the format and
having variants of each on a single creature of
your choice can end a game quickly. If your
opponent has a strong Flying or Reach option on
defense you will be looking for removal, so I
still rate this a bit below removal and
inherently dangerous creatures. For Sealed there
is little reason not to run this in a Green
oriented deck while in Booster this should be
drafted after getting some decent targets for
the aura.
Silhana Ledgewalker was my favorite card from
the entire Ravnica block, so you'd expect me to
be happy to see an enchantment that turns
another creature into her. While the Ledgewalker
needed other cards to make her a threat, Canopy
Cover turns a creature that's already a threat
into an even bigger one. This might not be what
constructed needs, but I wouldn't underestimate
it anyway - in a lot of situations, these
abilities are nearly equivalent to giving a
creature shadow, one of the most powerful
(arguably overpowered) aggressive abilities of
all time.
Constructed: Good Aura card, would
have been great if it had Flash. There has been
very few playable creature 'Aura' cards for
competive magic, like Armadillo Cloak. But
this has some potential. Green does not have
many evasive creatures, it always had to rely on
a second color for that. The Eldrazi green deck
relies on numbers and the Monument for the win.
Maybe it will show up.
Casual & Multiplayer:
Give your favorite Wurm hard to block and
semi-shroud. Semi-shroud is were opponents
cannot touch it but the controller can.
Limited: This is going to be a
real good card for green for Sealed and Draft.
Uncommon will make it harder to get extra copies
but just getting one could help alot. We will
see how many good creatures are going to be in
Worldwake. Use it with a Timbermaw Larva or if
you get a Scute Mob would be dangerous. Watch
out for Rampaging Baloths.