For a mere two mana, you've got a decent anthem effect considering
how many of your own creatures will be both red
and white. That alone could earn it a place in
Boros aggro. But of course the actvated ability
is the interesting part.
First of all, I'm 90% sure that the Initiative itself does not come
back along with the creatures. You're cashing in
the +1/+1 in order to use the temp-exile effect.
It's worth it, if you're using it to save your
army from a Wrath effect. And both red and white
are good at wiping the board, so this could
easily enable you to perform a one-sided Wrath.
It could also save your creatures from an
Overloaded Mizzium Mortars, or even just some
bad combat surprises. The fact that the
creatures gain haste when they come back means
you could also use it as quick-and-dirty haste
effect, if you drop a few cheap creatures onto
the field and want to attack with them right
away. I don't think I'd want to use it for this
unless I had a decent ETB ability already in
play, like maybe a Solemn Simulacrum. Too bad
SadBot is neither red not white!
This week, we're looking at some powerful
mythic rares from Dragon's Maze, starting with
Legion's Initiative, a card I didn't even notice
was mythic until somebody pointed it out to me.
Its component abilities have been used various
times at rare and lower, and I was a little
surprised to see that this combination of them
comes out as mythic. Because of the fact that
it's similar to other cards, I feel like this
card is not entirely essential to any of the
strategies that it obviously looks suited to (Boros
aggro, blink/enters-the-battlefield with red).
Still, anything that protects against Day of
Judgment effects is well worth a look,
especially since Dragon's Maze also brings
Putrefy and Pernicious Deed (effectively) back
to the Standard environment.
Welcome back readers todays card of the day is
an amazing anthem effect that provides some
resistance against board sweepers or combined
well with come into play effects. In standards
aggressive decks needing to utilize a glorious
anthem type effect will flock to this card it
provides a bump to multicolored armies and can
even let your creatures survive combat they
traditionally would not have. I can foresee this
card seeing a decent amount of play in small
aggressive decks filled with multicolored
creatures. It allows the deck to receive a
boost, dodge removal and push for the final
punch. In modern this would need a deck sculpted
to take advantage of its boost but the ability
to mass flicker and dodge removal is quite
powerful and should not be taken lightly. In
legacy and vintage it’s not exactly filling a
requested role and doesn’t provide enough
incentive to craft your deck around these colors
of creatures, but I wouldn’t be surprised to see
a deck utilizing it. In casual and multiplayer
this card is amazing as the deck practically
builds itself a boros army and a way to protect
it makes for an interesting and powerful
multiplayer card, not to mention the ghostway
effect. In limited its solid for decks that can
take advantage of its abilities. Overall a
powerful aggressive card that is sure to see
play in multiple places.
Today's card of the day is Legion's Initiative
which is a two mana Red and White enchantment
that gives Red creatures you control +1/+0,
White creatures you control +0/+1 and for one
Red and one White exiles itself and all
creatures you control are exiled and return to
play with Haste at the beginning of the next
combat. The buff is decent for the mana cost,
though a bit underwhelming for any non-Red
creatures in the deck, so the real value is with
the blink aspect. The are many benefits, both in
and out combat, that this can offer and it will
definitely see widespread play in Boros colored
decks.
For Limited there may not be as many removal
or global threats to force the exile effect, but
the pump and combat trick aspects should be
enough to make this an automatic inclusion for
any Boros build.
Welcome to the Pojo.com card of the day
section. Today we are looking at Legion's
Initiative from Dragon's Maze, Legion's
Initiative is a mythic rare red and white
enchantment that costs one red and one white
mana. Legion's Initiative says red creatures you
control get +1/+0. White creatures you control
get +0/+1. Pay one red and one white mana, exile
Legion's Initiative: Exile all creatures you
control. Return them to the battlefield at the
beginning of your next combat, and those
creatures gain haste.
Want to talk about an amazing card?
Legion's Initiative. It pumps, it saves, and it
is amazing! Using it is almost always a no
brainer simply because of what it is able to do.
Suddenly, and simple two drop Wojek Halbadiers
is much bigger than anticipated.
But the factor that makes Legion's Initiative so
amazing is the exile ability. This ability goes
a long way when you want to save your creatures
from a board wipe, or even if you wish to wipe
the board yourself. Pop them out on your
opponent's turn, wipe the board in your first
main, right as combat step begins, they return
and have a clear shot at your opponent.
Just simply such an
amazing card that I could go on all day about
how useful it is and how much I like it. But
instead, I'll let the Legion's Initiative do the
talking.