Godsire + Intruder alarm = infinite 8/8's
Posted By:
Th3_Dark_On3
(5/23/2009 3:03:20 PM)
I like this card. Its powerful, flavorful, and has a very fun ability. The problem with this guy is that it has almost no protection from removal. Yes while it is true that Godsire can hit the table as early as fourth turn with the right mana acceleration it won't be any fun to watch him die to generic cheap removal like Terminate, Path to Exile, Terror, and Oblivion Ring. My solution would be to play Shield of the Oversoul, Spearbreaker Behemoth or something to keep him from getting killed and or play an effect that can combo with his ability to make as many tokens as possible.
Posted By:
SavageBrain89
(5/16/2009 6:36:25 PM)
yeah, in a tourny, my opponent played this.
problem was, i already had a fatestitcher and a royal assassin on the field.
:O
Posted By:
kittyspit
(1/8/2010 12:33:32 PM)
@Marrion same here
this guy is insane, i wish i wouldn't have traded my others =/
Posted By:
vomitron6000
(7/1/2010 4:20:59 AM)
As mentioned, this card's biggest problem is removal. Thank Zendikar, though, for Vines of Vastwood. In Legacy/Vintage, this card is even more fun with Natural Order, Pandemonium, and/or Mass Hysteria.
Posted By:
theburgerboy
(11/23/2009 6:29:23 PM)
CMC of eight for an 8/8 with VIGILANCE and a tap ability that allows you to generate more 8/8 creatures? Heh, a most worth while creature! Terrifing when not play mono white (or some black removal)! I give it 5/5 cause I see it as being a threatning card and can't see a thing wrong with it!!
I wouldn't/wont play it cause first of all I hate playing multicolored decks and when/if I do it only goes as far as duel (except with a scarecrow deck of mine, but it's mostly artifact creatures so I don't view it as a multicolored deck myself) colored decks.
BUT I don't/ wont judge a card based on whether I do or don't play a card lol.
Just glad I don't have to deal with this beast ever lol.
@Donovan_Fabian (11/13/2009 12:35:08 AM)
I give YOU five stars too. You speak sense and don't dismiss the card's potential for usefullness as many do-- it's annoying. And I totally agree with you.
Almost be neat if it had BLACK in it's cost though; would give it ... (see all)
Posted By:
AbyssalManZero
(12/28/2009 12:50:49 PM)
Epic. 'nuff said
Posted By:
Omnei_of_Bant
(10/11/2009 1:36:29 PM)
Imo, this is the second strongest of the set:
1. Prince of Thralls (in grixis, everything dies, and this allows you to control it unless your opponent is willing to pay 2 life in addition to taking a beating by this guy every turn, thus sacing a creature to stop it. He's also immune to red and most black removal.)
2. Godsire (Who doesn't want an 8/8 fattie that can generate another 8/8 even after swinging? Vulnerable to any non-red removal though.)
3. Hellkite Overlord (Very powerful, immediate 8 WITH TRAMPLE the turn he comes out. Can regenerate, making him hard for most to kill him, and he has firebreathing which makes him a force to be reckon with.)
4. Sphinx Sovereign (A bit of life gain, only a 6/6 though, likely to die at some point while attacking. Vulnerable to red (double bolt, maybe artifact removal), green (flying and artifact removal), and white, but practically double immune to black (artifact AND black)
5. Empyrial Archangel (Horrible ability, who wants a pariah for 8 ... (see all)
Posted By:
VoidedNote
(8/28/2010 11:46:53 AM)
Throw him a Behemoth Sledge and put that target on your forehead (in multiplayer), anyone who sees this hit the table will either remove it or get really ***ed because they cant. The Timmy in me loves this card and the Johnny in me wants to use it forever.
I cant wait to try Naya with some Lurking Predators I only have one at the moment though :/
Posted By:
JacksJokeShop
(8/3/2009 10:17:35 AM)
With Vengeful Rebirth, removal just got a whole lot harder.
It comes back and hits for 8 direct to player doing so...
Posted By:
JasonC2
(6/9/2009 4:43:35 PM)