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Community Rating: 3.980 / 5  (124 votes)
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What? Time to get up? Naw man, just five more minutes.
Posted By: MyrBattlecube (7/5/2012 5:11:14 PM)
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Expanding on what Voldrin said, Increasing Savagery will be great with this card. For 2GreenGreenRed you can play an 8/8 Flying dragon. Last I checked, most 6 cost dragons aren't that good.

EDIT: You know, the more I keep looking at this guy, the more I think he would work really well as early creature removal with Ulvenwald Tracker.
Posted By: Halaphax (9/23/2012 4:39:40 PM)
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@Lord_of_Tresserhorn: I think he's offering his services.
Posted By: blindthrall (7/8/2012 5:49:31 AM)
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Summon Deterrent

Also this guy is good in a fight.
Posted By: SarcasmElemental (8/31/2012 7:45:22 PM)
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This could be interesting tech against battalion. 2 battalion attacks and you're able to block with a very scary 9/9. also very cheap to purchase, which is always a plus.
Posted By: BouncyBouncyBouncy (3/13/2013 4:58:08 PM)
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Aww, you're a cute little dragon. Why don't you just... oh, you're awake? Why are you looking at me like that? *8 damage*
Posted By: Continue (4/7/2013 8:21:36 PM)
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you had a Master Biomancer out before you cast him right?
Posted By: Rusty172002 (5/10/2013 7:29:07 PM)
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If people are bouncing/destroying this they're not bouncing/destroying something else (that didn't just cause 1 measly mana). If they are bouncing it, it's just 1 mana to put back out, big whoop.

This thing doesn't just attract removal, it forces removal since it doesn't just stop growing at 8/8. If your opponent doesn't remove they have a huge evasive creature on their hands. . .either way a 1 drop that can either force removal or swing big given time is a great card.

On the other hand I'm not really seeing the fascination with Increasing Savagery on this card. It's a fine play to get a heck of a beater out there if you need it of course, but no great combo. Savagery is powerful enough on practically any creature that if you have options you may be better off putting it on another card and dividing up your targets for bounce/removal. . .unless you're facing some kind of deck that hardly needs to attack (or attacks just 1 at a time like exalted or whatever) Slumbering Drag... (see all)
Posted By: Stuflames (3/28/2013 3:27:23 PM)
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So far my favorite strategy with these guys is to slowly accumulate three or four of them on the side during a game. My opponent throws a few one-creature attacks my way now and then to whittle me away. Little does he know, I've been waiting for him to have a bunch of creatures on the field for when I drop Curse of the Nightly Hunt.
Posted By: A_Real_Travesty (4/2/2013 10:55:57 PM)
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This card is hugely underrated, especially as a sideboard card for control decks, either American, Grixis, or Izzet. Don't even get me started on the flavor win here.

Drop this turn one (or two of them on turn two) and watch'em squirm. If they attack you, they push you towards a huge blocker/attacker. If they don't attack you, you gain tempo advantage. If they remove it, they used removal on a 1-drop.

Since you're playing control, you can wait for them to attack, get 2-3 counters, then burn/bounce/kill their army. You keep the counters, though. And if you hit 5 counters on their attack, you can immediately block with at LEAST an 8/8. Most players don't realize this.

Even more hilarious, he/she continues to grow after being "awoken." And you always just have the option of Flinging it if they go for removal.
Posted By: WiNGSPANTT (5/4/2013 9:41:58 AM)
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0.51.01.52.02.53.03.54.04.55.0