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Argothian Treehouse
with Andy Van Zandt
Underestimated
Cards: Mirrodin Limited
Pretty straightforward article title, eh? Let's jump
right into it without
much more preface. I'm sure you'll get it as we go
along, I've got 3 cards
I'd like to cover today:
Raise The Alarm
I don't know why this card gets passed to me as
consistently late as it
does. I can often pick up a couple of these tenth pick
or later, which
usually means someone took a card they're not going to
play but is in their
color (or a bad artifact creature) over it, which, in
my eyes, is generally
an error. This card, to me, is a better 2 mana
"creature" than Tel-Jilad
Chosen. Its surprise factor is multi-functional, which
is always a good
thing. You can often kill a myr or a chosen and still
have a dude left
during the first three turns of the game, or you can
not lay a two drop,
so perhaps your opponent will think he's got a turn of
leeway to lay
equipment or whatnot, and then you pop out your guys
end of turn, splitter
'em up on yours, and get in 4 points of pseudo-haste!
Late game, they can
do a couple things... they can be roughly equivalent to
a fog in many
instances, just by being two instant chump blockers,
and you can suit them
up with a couple pieces of equipment and send them into
your opponent's army
separately, with the sole intent of trading away with
opposing minions (one
of many potential 2 for 1 situations this card has...
in an environment
with so much creature enhancement, 1/1's still count as
battle worthy
dudes).
Slagwurm Armor
Everyone disses the slagwurm armor (while simultaneously
touting
bonesplitter as a roughly 75% first pick), and this I
take issue with.
Slagwurm armor is not a first pick, certainly, but only
because you can
pick them up later, since people don't like them. But
it's a really good
card. Honest. Not only on the defense, although that's
of course where
it's obvious shining point is; equip ANYTHING with this
card and boom!
Instant ground stall... at least, instant
prevent-your-opponent-from-attacking-you stall, which
is, i hear, a good
thing. On a flier? All the better. But also (and this
is what a lot of
people miss) on the offense, this card is quite the
nuissance. You may not
want to send your Fangren Hunter or Nim Replica into the
fray by himself
normally, because you'll rarely get better than a 1 for
1 out of it... and
the least favorable 1 for 1 your opponent can arrange.
But with a bigger
butt... a MUCH bigger butt, your fighter suddenly lives
through anything
but massive amounts of blocking... which usually means
it's not worth it to
block with enough to kill the guy. Hard to explain,
but next time you're
sitting on a guy with 3+ power and can't attack, look at
the board, and
pretend he was 6 more toughness. If you serve, is your
opposition faced
with either letting it through, chumping, or mass
blocking and losing more
than one creature? Then that's a good time for the
armor. This type of
thing happens more than you might think. Then,
afterwards, if they didn't
block or if they did kill your guy, you get to move the
armor onto one of
your untapped followers, to hold the fort during the
enemy's next turn.
Even more notably, suddenly your fliers are better than
the other side's.
Send that Somber Hoverguard over suited up, and laugh as
they take three
rather than suiciding their skyhunter patrol. How often
are you staring
down 8 power or more in the air? Very rarely, I'd
wager. Stall-making and
stall-busting, I'm not sure what more you could ask of
a common.
Fatespinner
You say 3 mana for a 1/2 non-evasive, non-card or mana
advantage creature is
a bad deal? Yes, in most cases, but not this one.
This little girl waves
her magic Tempo-Be-Gone wand and all your early game
problems are fixed.
Lay her turn 3. If your opponent does not kill her by
the end of the game,
odds are she saved you at least 10 life points during
the first 12 turns.
Play out a few games, you'll see. To be fair, you
often need to be on the
receiving end of her wicked ways to truly appreciate how
annoyingly powerful
she can be; and while it's certainly a rare
circumstance, I have seen
people (and have myself) actually skipped a draw step or
two. If that ever
happens, you know she's hard at work. Not to mention
that it shuts down
hasty berserkers and lightning greaves'd people. You'd
like to what?
Arrest my guy and attack me? Attack me and lay a
blocker? Lay a piece of
equipment, equip up your skycub, and go for my dome?
Think again. How's
this for another exercise to guage her worth- consider
her in play from
turn thee on, and count the number of turns she would
have fogged off their
attack. Two turns? Five turns? Moment's peace was a
good card in limited,
and though she may not sport the surprise factor, she
does stop the
onslaught... and often for more turns than the peace
does.
So yeah, I'd like you to pause to ponder these cards
for a minute next time
you're passed a pack with one in it. More importantly,
if you draft one,
even by accident, PLAY IT. Do you play 3 slagwurm
armors? Probably not.
But 1 or 2 can do a world of good in any deck, any
match-up. Let me know
what you think. And if y'all have any other cards you
think are under or
over appreciated in draft, let me know, and justify
your response. Have
fun.
You can reach
Andy at: andyvanzandt@hotmail.com
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