Fortunately, blue has a myriad of ways to make this little guy unblockable, giving you a repeatable Boomarang every turn. That can lock down games alone, if used in conjunction with old-school lockdown. I mean, look at the terror Waterfront Bouncer wrecked, and that was merely a repeatable Unsummon.
Unfortunately, blue does NOT have the means to make the most of this card- that is, creature pump. The only viable option, without splashing, is a couple of Unstable Mutations slapped on his back. Not that that's BAD, of course, but it might not be possible given you budget/format. Otherwise, splash him with green, hand him a Whispersilk Cloak, and start bouncing. Or run him with some more power-boosting equipment if you're really against the splash.
Of course, that's a lot of setup for a simple trick. But when you're returning 4-5 permanents per swing, it's a trick that will win you the game. Once you clear the board of threats and start working on their mana base, they won't recover any time soon.
Third turn he's out, somehow make him unblockable - which in blue, is rather simple done, and each turn you return the creature they played last turn, or a land if they didn't.
Use a cheap Artifact to buff him up even a slight amount and you can control the game.
I would personally believe this is why blue has counterspell, because once this is out, it becomes the main target of the game.
Earthdawn
☆☆☆☆☆ (0.0/5.0)
Sleep or Blustersquall and get in there! Pump him up with a little help from the green Soulbond creatures for extra salt in the wound :)
Comments (5)
Unfortunately, blue does NOT have the means to make the most of this card- that is, creature pump. The only viable option, without splashing, is a couple of Unstable Mutations slapped on his back. Not that that's BAD, of course, but it might not be possible given you budget/format. Otherwise, splash him with green, hand him a Whispersilk Cloak, and start bouncing. Or run him with some more power-boosting equipment if you're really against the splash.
Of course, that's a lot of setup for a simple trick. But when you're returning 4-5 permanents per swing, it's a trick that will win you the game. Once you clear the board of threats and start working on their mana base, they won't recover any time soon.
Third turn he's out, somehow make him unblockable - which in blue, is rather simple done, and each turn you return the creature they played last turn, or a land if they didn't.
Use a cheap Artifact to buff him up even a slight amount and you can control the game.
I would personally believe this is why blue has counterspell, because once this is out, it becomes the main target of the game.