The {B} kicker is fairly worthless.
Posted By:
Arachnos
(8/15/2012 2:33:09 PM)
in my experience, the volver cycle is kind of hard to use. It poses so many questions of "when do I play this?", and eventually "would I rather play this or a different creature with similar abilities?"
now, hard to use doesn't necessarily mean bad
You need to ana1yze it almost as if it's four different cards
1. 3/3 for 3G
2. 4/4 with regenerate ability for 3GB
3. 5/5 with flying for 4GU
4. 6/6 with flying AND regenerate for 4GUB
the great thing about the volvers is that they come with options (duh), but if you need a green/black regenerating guy, might I suggest Spiritmonger. And if you need a 5/5 flier and you're running blue, go for sphinx of jwar isle.
I honestly can't think of a substitute for a 6/6 flying and regenerating creature, and I think that this is one of the better points of a volver. They're hardly worth it if they aren't kicked, but the more mana you kick them with the more unique they get. If you want to be... (see all)
Posted By:
brunsbr103
(4/7/2010 7:38:02 PM)
I personally love all the Volvers and Anavolver is my personal favorite. Love the mana-free regeneration and giving flying to a green creature is always fun.
Posted By:
niallcmurray86
(8/1/2010 9:38:55 PM)
Regeneration has become more powerful lately, and "free" regeneration allows you to play it together with mana-heavy mass-destroy spells.. As for the volver tribal deck, we now have two enchantments that provide effects each time a kicker cost is paid, but one creates sapro tokens while the other one provides a little pinging effect, both of which you don't really need later in the game where you cast this for seven mana! :(
Posted By:
cats_and_me
(10/25/2010 7:26:32 AM)
Dangerous name.
Posted By:
Purin
(7/26/2012 6:36:10 AM)
I think it's about time we saw more volvers... there's young players today who have probably never even seen one!
Posted By:
BlakeHN
(4/18/2014 5:50:55 AM)