It's actually better than regular Firebreathing, if you think about it. Much less red-mana intensive.
Lateralis0ne
★★★☆☆ (3.2/5.0)(3 votes)
I love the flavortext of this cycle of Golems. Really sets the flavor of the whole Plane/story.
blurrymadness
★★☆☆☆ (2.5/5.0)(2 votes)
This is actually a really sweet card. Any one who uses artifact/blue would see the great combo potential this has with training grounds and the ability to get it out turn 2 (with various artifact cost/replacement cards.) A touch of red is all it takes to hit someone for high amounts of damage.
Speednat
★★★★★ (5.0/5.0)(2 votes)
And it has a relative tribe
Jannissary
☆☆☆☆☆ (0.0/5.0)
I ran a play set of these guys when Mirrodin was new, and they were never particularly useful. They're way under the curve unless you pay for their clunky firebreathing, and their creature type was never particularly impressive.
This Firebreathing is only better if you have equal amounts of red and non-red mana, otherwise you're going to have left-over mana somewhere. Part of the utility of Firebreathing is that it lets you turn what would otherwise be useless R into extra damage when you need it- this is just plain harder to use than a cost of R.
O0oze
☆☆☆☆☆ (0.0/5.0)
KILL THE PHYREXIANS!!!!
Equinox523
☆☆☆☆☆ (0.0/5.0)
Part of a cycle of golems from Mirrodin, each with a colored activated ability that cost C:
This card is seriously under the curve like Jannissary mentioned, but does have a decent amount of toughness for red. One advantage it has over the others is that its activated ability benefits from multiple activations, whereas the others are largely single-use. If you make it to the late game, it actually becomes better, as it acts as a mana dump when your hand is close to empty and can potentially help you take down bigger threats.
Comments (7)
This Firebreathing is only better if you have equal amounts of red and non-red mana, otherwise you're going to have left-over mana somewhere. Part of the utility of Firebreathing is that it lets you turn what would otherwise be useless R into extra damage when you need it- this is just plain harder to use than a cost of R.
Darksteel would mirror this with its own Affinity-flavored five:
This card is seriously under the curve like Jannissary mentioned, but does have a decent amount of toughness for red. One advantage it has over the others is that its activated ability benefits from multiple activations, whereas the others are largely single-use. If you make it to the late game, it actually becomes better, as it acts as a mana dump when your hand is close to empty and can potentially help you take down bigger threats.