Because of the way Bestow works, this is
basically two alpha swings with a Lure effect.
Since one Lure effect is usually enough to win
the game provided you have a sufficient army,
the addition of a second swing effectively lets
you end games sooner by making your alpha
strikes with a smaller army. But wait! The
Quarry on its own is a simple 1/1. If your
opponent can kill it outside of combat, with
something as simple as Spark Jolt, then you may
be charging into a very unfavorable board state.
The same holds true for Lure, of course, but
because the Quarry telegraphs the second swing
from a full turn back, your opponent can prepare
a counter-strategy far more effectively. It's a
risky all-in scenario. Is your deck built to
take full advantage?
Judging by the number of one-card combinations
of various parts of it in recent years, Wizards'
designers also have nostalgic memories of the
Lure plus Thicket Basilisk combo. As they
should. This is expensive as a Lure on a
creature with deathtouch or the older
equivalents, but pretty decent as the
self-Luring creature. Outside of that, it's also
pretty good at breaking a huge creature
stalemate in either of its modes, though by the
time you get to that stage, it's likely that the
+1/+1 bonus from the bestow mode won't help the
creature in question survive. That's only a
minor aesthetic issue, though, for a card that
looks a lot of fun for everyone.
Today's card of the day is Noble Quarry which
is a three mana Green 1/1 or Bestow for six mana
that makes all creatures able to block it do so.
This is a walking Lure that can open up the
field for an alpha strike or in the late game
allow two or more of those attacks by being
Bestowed on a creature. An Indestructible
target to enchant or one with high enough attack
power and Deathtouch are just some of the
options available for this to support.
Overall the Bestow cost is too high for
competitive formats, so it is unlikely to see
play outside of Casual, Commander, or
Multiplayer where it can make a serious impact
by quickly bringing stalemates to an end.
In Limited this allowing clear attacks when you
have several creatures can end a game at almost
any time and is even stronger later on if Bestow
can be used. As this almost guarantees
some damage it is an easy second pick in Booster
and worth including in any Sealed using Green.
Unlike yesterday's card, which I was a little
higher on than many other people, I'm a little
less excited about this one than others. If you
use him as a creature, he can help you make your
other creatures unblockable for a turn, but
you'd have to have enough damage to finish your
opponent off, or you're just leaving yourself
wide open for retaliation next turn. If you use
him as a bestow, you might be able to put him on
a regenerating creature, or better yet, a
deathtouch creature. The problem is that it's
six mana to do this! If I have six mana, I'd
rather play a big threat on its own rather than
something that might be a big threat if you
happen to have the right cards and right board
situation to go with it.
The bottom line is pretty much the same in
each format: there are circumstances where this
could be a game winner, but far too often,
you're going to wish you had something else.
Noble Quarry is another card I really like the
theme of, partially because of how unexpected
Lure effects can be. Yesterday we talked about a
combat trick that can be used in two different
ways, but this one can only be used offensively.
In terms of opening a hole in your opponent's
line of defense though, Lure effects are some of
the best.
Noble Quarry has the additional benefit of being
able to be cast as an Aura for its bestow cost.
Which, unsurprisingly, is pretty expensive at 6
mana. The original Lure enchantment only cost 3
mana. Can it still be worth it, even at 6 mana,
to play? The answer is yes, for two reasons.
The first reason is simply because you want to
play this late in the game anyway, when you have
a bunch of stuff on the field and likely your
opponent does too. This card's ability is one of
the best ways to break a stalemate out there.
The second reason is the surprise factor. If you
cast this as a creature, your opponent sees your
combat trick coming. Now there may or may not
still be much they can DO about it, but whatever
action they can take, they will. Usually this
will mean either a kill spell or attacking with
everything, because why not. Might as well take
some of your stuff down with him. This can still
work to your advantage, especially if you have
even more combat tricks to spring. The
psychology of the game is very important, and if
you can force your opponent to have to pick one
of two bad choices, you'll be sitting pretty
while they're sweating and potentially tapping
their way into an ambush.
The ability to throw Noble Quarry's ability onto
any of your guys gets even more fun when you put
it on something powerful, like say something
with deathtouch. Or indestructible. Usually when
you attack with something like this, you accept
that you're sacrificing it to let other things
get through. Not so with indestructible!
You can, of course, play Noble Quarry just as a
creature instead of bestowing it. The creature
version can be helpful if you only have so many
other creatures, and don't want to turn one of
them into the sacrificial lamb. But there's no
reason to do this in the early game, unless
you're in desperate need for a 1/1 for some
reason. It's a finishing move combat trick,
plain and simple. And it's very good at what it
does. It can break stalemates in limited, and be
lots of fun in casual.
In constructed... ehhh, well, I'd really like to
rate it highly and say it's great. But it
suffers from the same problem as yesterday's
card, which is that it's not a permanent answer.
It doesn't get rid of the problem. It's a
one-time (usually) use sneaking-past-the-enemy
trick that will only pull off spectacular
results if you're already in a relatively good
field position, and you have to choose between
the expensive mana cost version or the slow
version that they see coming. It can be used,
and it can be fun, and it can win you games. But
it won't always be the card you want to see.
Remember, its real strength comes from whatever
else you've got backing it up.
A unicorn is a very noble and beautiful
creature. And really, if one ran past you,
wouldn't you try to chase it too?