Great for my mono-red proliferate -deck. Volt Charges and Throne of Geth.
Posted By:
Marchangel
(5/21/2011 9:40:07 AM)
It's a Shock, a Lightning Bolt, and a creature all in one card. My favorite use of these guys is Momentary Blink effects; every time you pop it in and out it deals damage, and the time counters are always reset when it comes back to the battlefield. Combine with Warstorm Surge and other "enter the battlefield" triggers for insane damage.
Posted By:
Lazyblazey
(10/25/2011 10:28:36 AM)
This + Brimstone Volley is quite fun and just unfair when combined with fireblast it makes for quite the turn 4 play.
Posted By:
TheDonMega
(11/17/2011 9:19:53 AM)
Actually I kind of rather this card had Haste and Vanishing 1. Harder to block that way.
Posted By:
j_mindfingerpainter
(12/4/2012 4:30:20 PM)
One of my favorite all time card pairs/combos is Keldon Marauders with Reckless Charge and Sandstone Needle.
T1: Needle
T2: Mountain, Mauraders, Reckless charge (total of 7 damage.)
T3: Mountain or Teetering Peaks, Flashback Reckless Charge, (another 7-9 damage)
Now.. you've paid 3 cards to deal 14-16 damage by end of T3. That leaves you just 1-2 burn spells or creature attacks away from winning *already.*
Such beautiful, beautiful synergy..
Posted By:
blurrymadness
(12/27/2012 9:26:59 PM)
Combined with Conjurer's Closet, he gets much nastier. Play, 1 damage. At end of turn, blink for 2 more (3 total). next turn, attack for 3 more (6 total) and if he survives, blink again for 2 more damage and a counter reset (8 total). Improve even more with a Teetering Peaks for an additional 2 on the attack would increase the total to 10. Throw in Red buffers (Reckless Charge), etc. and he gets even more boss. You can build a deck around blinking this guy.
Posted By:
Arlondiluthel
(1/10/2013 11:29:12 AM)
A solid RDW card, and being a common to boot means that plenty of pauper decks will probably want this guy. When you swing with this guy on turn three it is unlikely that your opponent has any creature that has four toughness, so you are almost assure of either the three damage going straight through to their face or being able to trade with a similarly sized creature. More often or not it will be the former, because many people are hesitant to waste a removal spell on this guy because they know that he is going to die anyway.
So he is guaranteed two damage for two, is a pretty intimidating wall for any potential attackers, and he swings for three the next turn the next turn. All in all, the value he provides outweighs that the fact that you won't always be getting more than two damage from him.
4.5/5
Posted By:
Tamerlein
(7/18/2013 5:38:14 PM)
2 damage no matter what, and either hits for three or sits back as a blocker to deter attackers. Or eats a removal spell which means you still get value out of him. I love it.
Posted By:
rollinsclone
(8/1/2013 9:13:22 PM)
What happens when you overblaze a keldon maruaders and it leaves play?
Posted By:
DrakenDark
(8/2/2013 4:40:57 PM)
"ancient spirits of eeevil, transform this decayed form into mumm-ra, the ever liv-- oh, we gotta go now? ok..."
Posted By:
thevegetable
(8/21/2013 7:14:46 PM)