R&D's Secret Lair with a double sided coin...
Best.
Combo.
Ever.
Posted By:
Leuitikos
(4/23/2013 5:27:53 PM)
+1 Untapping Krenko, Mob Boss. Sounds good to me.
Posted By:
ChttrBox88
(4/23/2013 6:20:59 PM)
@TheWrathOfShane:
Not even close.
Try:
+1 Double twiddle, except only with sorcery timing (which is a very big deal), both at the same time, on different targets, with one tapping and the other untapping. Which means you can't use it for any of twiddle's main uses, such as preventing a creature from attacking you or gaining a surprise defender after your opponent has declared attackers. Mostly, it's going to stop one creature from blocking you, or untap one of your creatures after it attacks. But not both in the same turn.
-2 Double Lightning bolt, except again it's only playable as a sorcery. Which means no holding it back ready to respond to your opponent's play.
-7 Time Stretch, or slightly better, on average, but might fizzle out entirely. Probably still worth it, but nowhere near the game finisher I'd expect from a planeswalker of this cost and loyalty.
Blue-red is my favourite colour combo and I like planeswalkers ... (see all)
Posted By:
Cyber_Squirrel
(4/30/2013 11:00:03 AM)
Perfect example of a R/U planeswalker.
Posted By:
.Blaze.
(4/23/2013 5:58:52 PM)
Use the same target for both targets of his +1 ability.
Posted By:
Purplerooster
(4/24/2013 8:35:24 PM)
His first two abilities remind me a lot of Ajani Vengeant actually, which is not a bad thing. Both his first two abilities have great utility, adding in good mana cost with good starting loyalty and a fun ultimate make him a winner for competitive and casual players alike. Congrats Wizards, this is one of the best designed planeswalkers yet.
Posted By:
rollinsclone
(4/24/2013 10:46:02 PM)
Ok, let's analyze for a second:
Mana cost: 4, perfectly playable for a walker. Only requires a single U and R, so not too color dependent.
Colors: red and blue. A decent control pair. Nothing wrong with that.
+1: This one's a bit tricky. Because that tap doesn't come with a "it doesn't untap during its controller's next untap step" (which would've made the card too powerful), it means that it can't be used as pseudo-removal. For the most part, it's going to be used to either eliminate a potential blocker, or to tap down a land or other permanent immediately, so that if the opponent wants to use that permanent they have to do so then and there. So it can put timing in your favor. The untap, however, is a lot more potent. At worst, it untaps a land so you can either accelerate with it (playing a 6 drop the turn after Ral comes out), or to have mana open for counterspells or other instants. So ultimately, it's a decent +1, but keep in mind it won't protect Ral all on its lonesome - it ne... (see all)
Posted By:
JaxsonBateman
(4/25/2013 6:18:00 AM)
if you are lucky his -7 is game over for sure
Posted By:
whitecow
(4/23/2013 3:17:10 PM)
First time I ever used him, I ended up with five extra turns. :)
Posted By:
Woolyer_Thoctar
(7/18/2013 1:24:42 AM)
Worst. Yugi-Oh! Card. Ever.
Posted By:
Psychrates
(4/23/2013 4:58:05 PM)