Street Spasm feels and reads awfully similar to
yesterday's card, except that it has an X in its
cost. Personally, I like cards with X in their
cost: they represent possibility for those who
like to push the boundaries of mana, and a new
friend for old favorites like Mana Flare, Priest
of Titania, and Rosheen Meanderer. Just watch
out for Commandeer.
Welcome back readers todays card of the day is
an interesting removal card Street Spasm. This
mana intensive card is like a worse version of
Bonfire of The Damned, but a worse version of an
amazing card still has to be good right? Well
sort of, in standard this is too mana intensive
and doesn’t compete well with the previously
mentioned Bonfire although the early use of it
as a pinpoint removal spell is interesting. In
modern once again I don’t see this card making
much of an impact in deck types that exist. In
legacy and vintage forget about it. In casual
and multiplayer this card is good early game
form of threat removal and the longer the game
goes the more powerful it becomes, the fact it
doesn’t work with fliers is a major hindrance
but this card still brings some versatility and
versatility is key and it effects everyone but
you. In limited it’s pretty powerful removal
that can blow out games if they go long enough.
Overall a card fit for kitchen tables and drafts
not exactly pro tours.
Today's card of the day is Street Spasm which
is a Red and X or two Red and two X with
Overload that deals X damage to target creature,
or all creatures, without Flying that you don't
control. Unlike Mizzium Mortars this is a
pretty bad burn spell that mainly benefits from
being an Instant as otherwise it is inefficient
and inflexible. Only creatures that aren't
Flying prevents direct damage and won't work
against many common threats, it also takes five
mana to do the same four damage Mortars would
do. The overload would take ten mana to
equal Mortars and even then wouldn't work
against Flying and working on an opponent's turn
or during combat is just not enough to
compensate for the major issues. Overall
this is not a card that is likely to see any
serious play as even without the Overload only
hitting non-Flying is just not worth the slot
when many other options exist.
In Limited this is noticeably better as having
enough options that are superior to it in your
pool is highly unlikely. In that context
an X and one for removal is very playable and
can even be splashed as an option against many
threats. The Overload is a bit expensive,
slightly less easy to splash with the extra Red,
and fairly situational as it would take eight
mana to deal with three toughness creatures.
A decent second or third pick in Booster and an
easy choice to include in decks with Red mana
available in Sealed.