Today we look at the uncommon Rogue
item Mercenary’s Creed.
He works for the Mau…right?
For a cot of 3 with 2 threshold, this
item promises to make your match an interesting
one. Mercenary’s Creed has already been the center
of many rules lawyers’ discussions, even on The
Spoils forums. With its abilities, it’s
understandable.
Ability #1: “Bribe”- This allows any
player to pay 3 and take control of the character
Merc Creed is attached to.
Ability #2: “Blackmail”- This ability
is only available to the person who owns the card
Mercenary’s Creed. It allows that player to pay
only 2 to take control of the character Merc Creed
is attached to.
Let the resource war begin!
The main rule to remember with Merc
Creed is that if a character changes control during
battle, the character is removed from battle. So
once you have control, and have had control since
the start of your turn, you can attack with the
attached character. But as soon as one of the
abilities is used, the character is removed from
battle. So while stealing your opponent’s
characters is lots of fun, if/when they can afford
it, a payment of 2 or 3 will keep that character
from ever doing damage.
In limited, exerting some kind of
control over an opponent’s character can disrupt his
game substantially. In constructed, it’s a staple
in the Hulking Vigilante deck and weaker version of
the many Rogue theft like cards.
Limited: 4/5
Constructed: 4/5 |