BMoor |
Banisher Priest
You may notice that the Priest's ability is
worded differently than the abilities of
Oblivion Ring or Fiend Hunter, despite doing, in
essence, the same thing. This is because
Oblivion Ring had a loophole-- if you destroy
the Ring while its first ability is still on the
stack, the second ability resolves before the
first-- leaving the target exiled for good. The
Powers That Make Cards decided that was
counter-intuitive and ran contrary to how the
card was supposed to be used, and was a source
of much confusion and frustration for newer
players. Banisher Priest's new wording closes
that loophole, making it function as it was
intended. Does it suffer for not being able to
permanently exile a creature?
Personally, I don't think so. For Fiend Hunter
to be a permanent ban, you have to get rid of it
as soon as you play it, which means you don't
get to use it as a creature. Banisher Priest is
better at, well, being a creature. Higher power
means more offense. The lower toughness hurts,
but then again it makes playing on the other
side of the table less frustrating, as it's a
little easier to get your creature back. And
besides, pulling the "permanent O-Ring" trick
meant comboing it with another card, whereas
just playing the Hunter or Priest normally is a
2-for-1, albeit a temporary one. Make your time
count and it's as good of a removal spell as you
should need.
Constructed- 3.5
Casual- 4
Limited- 4.5
Multiplayer- 3.5
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Michael "Maikeruu" Pierno |
Today's card of the day is Banisher Priest
which is a three mana White
2/2 with the come into play ability of exiling a
target creature an opponent controls until
Banisher Priest leaves the battlefield. This is
a decent card that works as a more vulnerable
Journey to Nowhere for an additional White mana
with the 2/2 body attached. Attacking or
blocking with it is risky as it can be destroyed
and unlike Journey it can't be used for a combo
on your own creatures. Overall this is an okay
card, just not one that is likely to see much
play as White has other dedicated options to do
the job more reliably.
In Limited this is an excellent card to
remove a threat and if the opponent is light on
creatures can also attack or block with far less
risk than in other settings. The cost is
reasonable and it is a huge advantage for
however long it remains in play. The double
White is a drawback against splashing, but it is
worth including in any Sealed build with more
than the minimum sources of White mana. In
Booster it is a strong early pick as
pseudo-removal after other options or bomb
creatures and effects.
Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0
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