I've found this to be very useful in Duals of the Plainswalkers. Sure, I'm a bit wary of citing a video game, but removal that leaves a permanent perk in it's wake seems like a solid option for Limited at least.
Posted By:
fiddleus
(7/11/2013 7:03:14 AM)
@Pendulous I don't see how stapling two separate cards together costing 1 extra mana is overcosted.
Posted By:
myztikrice
(7/10/2013 2:48:13 PM)
Removal in green for limited. Yeah, that's about all this will ever be. Works fine for that though.
Posted By:
rollinsclone
(7/24/2013 11:16:17 AM)
I never thought much of this card until I finally started being able to draft some green for once in
M14 (normally I always end up in white/blue, which is nothing to complain about).
This is conditional removal with value. Used intelligently this removes your opponents blocker whilst making your creature stronger at the same time. A +1 +1 counter should not be sneezed at in limited as it can make your creature safe from a lot of creatures and removal and allow it to hit harder.
Posted By:
Polycotton
(8/17/2013 11:52:18 AM)
if it was alittle cheaper then it'll be a bit uncommon but still nice tho :)
Posted By:
MageTheBlack
(8/25/2013 3:11:30 AM)
At first, I thought this was too expensive.
Paying for a Prey Upon and a Battlegrowth doesn't sound very appealing, does it? However, getting two abilities that almost always only benefits you is exactly the card advantage you need in a draft.
There have been far too many times when I've used this on one of my more expendable creatures to kill something significantly more valuable. I've used this to kill a Serra Angel with a Rumbling Baloth. An Elvish Mystic has sacrificed himself to kill a Deathgaze ***atrice. Dawnstrike Paladin is absolutely amazing with this.
Removal in limited is key. You won't do well in drafts if you don't have a means of stopping their problems.
Posted By:
Ferlord
(8/27/2013 10:39:20 PM)