well at least they gave it islandwalk.
Posted By:
davidhuman
(2/26/2009 11:51:11 AM)
Probably my least favorite of the harbingers, since you can't play the creature you find until at least turn 4, normally (play this on turn three with any fancy mana accel, although you don't see a lot in mono blue merfolk, something like chrome mox would do it) then the thing on turn 4, and it's stats are nothing to brag about...I'd say flamekind is really good, and same w/ treefolk, since they're one drops, and that means whatever you find will certainly find it's spot in your curve.
Posted By:
channelblaze
(6/25/2010 1:49:54 PM)
4 of these guys + Quest for Ula's Temple
Posted By:
Nimblegrund
(9/16/2010 4:59:41 AM)
then you can use this guy to get em, DUH
Posted By:
darkcider
(3/10/2010 1:08:47 PM)
you say that like it's a bad card
Posted By:
DaaNz
(3/23/2009 5:44:53 AM)
Is there something wrong cuz this harbinger is my decks most expensive spell?
Posted By:
Qazior
(3/27/2010 10:28:35 AM)
any lorwyn harbinger is a good lorwyn harbinger. except boggart and giant.
Posted By:
ultratog1028
(7/28/2009 11:39:31 AM)
there are so many merfolk that are better than this guy.
And he tutors for them! :D
Posted By:
Kryptnyt
(8/25/2011 11:31:49 AM)
He is tricky to use with Mark of Eviction, it maybe a little slow, but you can put your best or what maybe more important needy (in given situation) merfolk to play each turn. With some drawing love, like attacking with Fallowsage supported by Merfolk Sovereign you can draw a merfolk you've just drew.
On the other hand, it's quite inefficient when it comes to a mana needed, 4 CMC is not so pleasant, so it's not so bad idea to put some Stonybrook Banneret to make it less painfull, and maybe Sage of Fables to enjoy some drawing. I haven't tested it yet, seems interesting, but slow. It may actually work, if you manage to protect your merfolks.
Posted By:
Narim
(11/2/2010 12:14:03 PM)
You know, this guy's not so bad. Reasonable P/T for a 4cmc blue creature. They gave it the harbinger ability, snapped evasion on it, and all of this on an already viable creature type. I'm building a merfolk islandwalk deck right now, and this guy has three slots reserved for him. He's good tempo- keeps the pain coming. After he drops, I've got an expendable soldier as well. With a Merfolk Sovereign on the field, he becomes an evasive 3/4 soldier. I could bring another Sovereign to the top of the deck, or even another Summon the School for extra creature advantage. I'd say this card is pretty solid, as it becomes part o the glue that holds the deck together. For the purpose it was created for, I give it a 5/5. It doesn't stand up very well on it's own though. Needs teamwork to become what he can. For that reason, I give it a 3.5/5. Altogether, 4/5, solid card.
Posted By:
StreamHopper
(11/16/2010 8:01:07 AM)