I always LOVED these guys! Sure, they only get one attack, but that's still a total of five damage being output by these guys, two of which is guaranteed to hit your opponent! (Unless they counter him. x_x)
Incredibly solid 2 drop. And... Does anyone else feel it weird that seeing this gives me Time Spiral nostalgia? (The block of Magic nostalgia? I'm having nostalgia about the nostalgic set?!? ACK!)
Bursama
★★★☆☆ (3.2/5.0)(4 votes)
3/3 for 1R, and 1 damage when ever it enters or leaves battlefield?? Oh yeah.
NARFNra
★★★★☆ (4.3/5.0)(3 votes)
I love these guys. They're like burn in a card, and flavorful too.
Detonativity
★★★★★ (5.0/5.0)(5 votes)
For two mana, you get two damage, one swing with a 3/3, and one turn with a 3/3 blocker. That's a nice value for only two mana. Cheap and effective, i.e. great for burn.
Richard_Hawk
★★★☆☆ (3.5/5.0)(2 votes)
these guys are fierce.
DacenOctavio
★★★★☆ (4.1/5.0)(4 votes)
Are their limbs dissolving? Into Tim sparks!? This card got more awesome.
igniteice
★★★☆☆ (3.2/5.0)(2 votes)
With In the Web of War and Rage Reflection, these guys can hit for 22 (1 + (3+2)*2 + (3+2)*2 + 1). Of course, that implies you're at least on turn 7 (turn 5 to play In the Web of War, turn 6 to play Rage Reflection, turn 7 to play Keldon Marauders), unless you get Braid of Fire out on turn 2 or anything else (Desperate Ritual, Seething Song, etc.).
scumbling1
☆☆☆☆☆ (0.0/5.0)
It's a fun and clever card, but it's too bad it comes down a turn before Obsidian Battle-Axe. Oh well; at least the subsequent marauders will do a lot of damage.
It's a Shock, a Lightning Bolt, and a creature all in one card. My favorite use of these guys is Momentary Blink effects; every time you pop it in and out it deals damage, and the time counters are always reset when it comes back to the battlefield. Combine with Warstorm Surge and other "enter the battlefield" triggers for insane damage.
TheDonMega
☆☆☆☆☆ (0.0/5.0)
This + Brimstone Volley is quite fun and just unfair when combined with fireblast it makes for quite the turn 4 play.
ParallaxtheRevan
☆☆☆☆☆ (0.5/5.0)(1 vote)
Didn't like these for what I thought of Flavor in the 'Burninate the Everything' deck, because I think of creatures as inefficient, unreliable things that can get countered, destroyed, AND blocked, compared to burn spells that you either have the counter for or you don't....
BUT! then I read the Artifacts Cycle novels, and now I kind of want to find a place for these in some wierd Coalition flavored deck....still not sure though...they seem like more often than not they will be a 2-mana Shock, unless the opponent has no preparation for them- but in that case, you would be better off taking advantage of an unprepared opponent with a ONE mana 3/3 that DOESN'T have Vanishing.
Still- this I like a lot about them: they're quite old for being a useable common that's just fine for decks still today. The farther back you go, even if you can always spot Good Rares and Development Fail Uncommons, the commons just plain get obsoleted eventually. It hasn't happened to this one yet, and that's a good thing :)
j_mindfingerpainter
☆☆☆☆☆ (0.0/5.0)
Actually I kind of rather this card had Haste and Vanishing 1. Harder to block that way.
Now.. you've paid 3 cards to deal 14-16 damage by end of T3. That leaves you just 1-2 burn spells or creature attacks away from winning *already.*
Such beautiful, beautiful synergy..
Arlondiluthel
☆☆☆☆☆ (0.0/5.0)
Combined with Conjurer's Closet, he gets much nastier. Play, 1 damage. At end of turn, blink for 2 more (3 total). next turn, attack for 3 more (6 total) and if he survives, blink again for 2 more damage and a counter reset (8 total). Improve even more with a Teetering Peaks for an additional 2 on the attack would increase the total to 10. Throw in Red buffers (Reckless Charge), etc. and he gets even more boss. You can build a deck around blinking this guy.
wicked_pick
☆☆☆☆☆ (0.5/5.0)(1 vote)
Alvin and the Chipmunks!
Tamerlein
☆☆☆☆☆ (0.0/5.0)
A solid RDW card, and being a common to boot means that plenty of pauper decks will probably want this guy. When you swing with this guy on turn three it is unlikely that your opponent has any creature that has four toughness, so you are almost assure of either the three damage going straight through to their face or being able to trade with a similarly sized creature. More often or not it will be the former, because many people are hesitant to waste a removal spell on this guy because they know that he is going to die anyway.
So he is guaranteed two damage for two, is a pretty intimidating wall for any potential attackers, and he swings for three the next turn the next turn. All in all, the value he provides outweighs that the fact that you won't always be getting more than two damage from him.
4.5/5
rollinsclone
☆☆☆☆☆ (0.0/5.0)
2 damage no matter what, and either hits for three or sits back as a blocker to deter attackers. Or eats a removal spell which means you still get value out of him. I love it.
DrakenDark
☆☆☆☆☆ (0.0/5.0)
What happens when you overblaze a keldon maruaders and it leaves play?
thevegetable
☆☆☆☆☆ (0.0/5.0)
"ancient spirits of eeevil, transform this decayed form into mumm-ra, the ever liv-- oh, we gotta go now? ok..."
Comments (24)
Incredibly solid 2 drop. And... Does anyone else feel it weird that seeing this gives me Time Spiral nostalgia? (The block of Magic nostalgia? I'm having nostalgia about the nostalgic set?!? ACK!)
BUT! then I read the Artifacts Cycle novels, and now I kind of want to find a place for these in some wierd Coalition flavored deck....still not sure though...they seem like more often than not they will be a 2-mana Shock, unless the opponent has no preparation for them- but in that case, you would be better off taking advantage of an unprepared opponent with a ONE mana 3/3 that DOESN'T have Vanishing.
Still- this I like a lot about them: they're quite old for being a useable common that's just fine for decks still today. The farther back you go, even if you can always spot Good Rares and Development Fail Uncommons, the commons just plain get obsoleted eventually. It hasn't happened to this one yet, and that's a good thing :)
T1: Needle
T2: Mountain, Mauraders, Reckless charge (total of 7 damage.)
T3: Mountain or Teetering Peaks, Flashback Reckless Charge, (another 7-9 damage)
Now.. you've paid 3 cards to deal 14-16 damage by end of T3. That leaves you just 1-2 burn spells or creature attacks away from winning *already.*
Such beautiful, beautiful synergy..
So he is guaranteed two damage for two, is a pretty intimidating wall for any potential attackers, and he swings for three the next turn the next turn. All in all, the value he provides outweighs that the fact that you won't always be getting more than two damage from him.
4.5/5
No biggie.