No, your Giants are not going to ruin my day.
Posted By:
JaFaR_Ironclad
(4/29/2012 12:13:36 AM)
Well *yawn* there go all the tribal decks.
Methinks this is a counter to all the Zombie love in Innistrad and Dark Ascension. And also maybe Cavern of Souls.
Posted By:
dlgn
(5/4/2012 8:11:48 AM)
@B_Quad No, you can't Cloudshift this and build up protection from multiple creature types. Card abilities are only active while in the battlefield unless explicitly stated otherwise, such as Chandra's Phoenix returning from the graveyard, or the Flash keyword making it castable any time. Once the ability is gone from the battlefield, whether based on a creature, artifact, enchantment, whatever, it's no longer in effect.
Now, that's not to say you can't flicker this thing and change the protection type, or cast multiples and stack protection that way.
Posted By:
RedJaron
(5/15/2012 10:11:38 AM)
Sorry ThinkOriginal, but having protection from wizards means your humans can't be targeted, blocked, dealt damage, enchanted, or equipped by wizards. Magus of the Disk's ability does not target, so your own creatures would still be destroyed, just like how creatures with protection from white still dies to Wrath of God.
Posted By:
RikerBlake
(7/18/2012 6:10:58 PM)
It's amazing how many people still don't understand how protection works, then scoff at futile attempts to do anything about their combo that doesn't work.
Anyway, Rating: 4/5.
He's definitely a finisher that helps your troops push through. But there's so much creature removal out there, it could be setting your guys up for a combat trick that ends up with your creatures getting waxed and you losing board position.
The key is to wait for the right opportunity:
-when you have advantage of the board
-when you can deal a lot of damage, preferably lethal damage, if your guys go unblocked
-when your opponent is tapped out
If your opponent is not tapped out and only has one or two lands open, ask yourself if your opp. has played counters/bounce/removal/combat tricks earlier on that cost one or two mana. If not, then you can safely bet that this guy will resolve and stay on the field for at least the first swing with your creatures. With that said, sometimes you have to call your opponent... (see all)
Posted By:
AMart83
(7/25/2012 12:24:09 PM)
Our first human lord. I mean Strictly human. Not any of that all lore type stuff. And it doesn't even buff humans. And surprisingly, I'm not upset about that. This is much more powerful then a lot of other lords and we have white buff enchantments all over the place. 5/5
Posted By:
Yozuk
(4/26/2012 5:36:33 PM)
I'm sorry, this card is a nice standard card.
Protection from spirits. Not a problem.
Protection from zombies. Not a problem.
Protection from my 7 evil exes. STILL NOT A PROBLEM!
Not only is it a 3/3 for 4 but it gives all your creatures protection from a creature type. In standard I'm thinking this might be nice since people have been feared into the Cavern of Souls bandwagon and are more tribalizing their decks to suit it. Imagine the humans you can play and send accross turn four without fear of dying on top of the already nasty double strike and first strike capabilliteis of the other white bombs. Of course you still have to fear getting snagged, but with this card your oppononent will have to really worry about where to use their spells. Especially since as a fourth turn drop you can make the fourth turn a one and done. Play this with a cavern of souls where and let your opponent do nothing but tragic slip and snag it. This card is that cool. OVER!
YOU SHALL NOT PAAASSSS!!... (see all)
Posted By:
Spoo
(5/4/2012 1:14:36 PM)
I name Uruk-Hai! Because Rohan! Get it? :)
Posted By:
DarthParallax
(4/29/2012 8:50:58 PM)
Should read human creatures you control win the game.
Posted By:
Madrai
(5/2/2012 2:43:26 PM)