This happens to be one of my favorite cards in
the Scars of Mirrodin block, for a number of
reasons. That was the case even before I noticed
that it's the same creature type as Priest of
Titania. Granted, the Scout is more likely than
a lot of creatures to be killed in combat the
first time you make use of her ability, but in
the right deck, that won't even matter, because
the opponent will have no way to come back. The
only thing in Magic better than doing something
once is doing it twice, and anything that gives
you the chance to do so is definitely worth a
second look.
Magic The Gathering Card of The Day: Copperhorn
Scout
Welcome back readers today’s card of the day is
an interesting elf that gives our arm pseudo
vigilance and serves its role quite well in an
aggressive deck. In standard elves are not as
powerful as they used to be but this card can
still be a potent force as an early one drop and
combined with cards such as Ezuri Renegade
Leader for a powerful aggressive strategy but
limiting yourself to mono green which most
powerful elf decks would be, could be a
liability. In extended and modern there is a
wider variety of powerful elves available making
this a much more promising prospect as you can
play with a number of elf “lord” cards and
really become a blistering aggressive deck. In
legacy elf decks are mostly combo affairs and
this card is more suited to an aggressive deck
limiting its total usefulness. In casual and
multiplayer it allows you to put the pressure on
multiple opponents while still leaving some
creatures for defense all for the single low
price of a green mana. In limited its solid and
being able to give our whole squad semi
vigilance is prett solid. Overall a card that
can work outside of elf decks but has a narrow
application and is better suited to aggressive
elf decks where it can shine.
Today's card of the day is Copperhorn Scout
which is a one mana Green
1/1 elf that untaps each of your other creatures
whenever it attacks.
This gives a sort of Vigilance to other
attackers, resets tap effects, or untaps
creatures that don't untap naturally.
Overall a very useful card for both aggressive
Green builds or as support for any number of
effect based themes.
For Limited a one mana 1/1 is almost always
useful and untapping your attackers is a nice
benefit if your opponent has offensive creatures
they might not block with, but you can't allow
to attack directly.
Blocking or otherwise destroying the Scout is a
high priority when facing it as even one attack
can break a stalemate in a game or swing the
advantage noticeably. The topdeck value of
this varies as it really relies on having at
least one other creature in play that has a tap
effect or will be attacking. Despite that
it has more potential use in later stages of the
game than many other 1/1 commons which makes it
a strong early pick in Booster, particularly
after a Green first pick, and is well worth
drafting in multiples. Any Sealed build
using Green should always include this and
splashing Green is often easy with likely color
fixing options and is worth considering.