3/5 stars. Its effectively spot removal without something like Blaze of Glory. You can combo it with Paleoloth and do 4 extra damage to your opponent (and hope to draw into your Righteousness. But why your opponent swung at you while you had THAT creature in play is beyond me. Works nicely with Fling type effects if you want to build a deck that punishes people for letting you block. Seems like an odd deck though since your opponent can stop you just by not attacking as often...
@Condor_96 Does it? I say yes. Turns "trading card for card" into "trading nothing for a card." Righteousness is usually overkill. That's not a good thing!
DarthParallax
☆☆☆☆☆ (0.0/5.0)
I don't like Kryptnyt's reasoning, however his conclusion that this card to play COULD be sound.
1. You don't actually know what Overkill is unless you know what your opponent's Deck Has/Is/Does.
In Game 1, Overkill should be considered 'just barely enough', because it pays off to be As Pessimistic As Possible.
2. What is Overkill defined as? Is this a game where you need more Power, or does your White deck suffer from few cards that help it search, dig, draw, etc.? Cantripping is worth approx. {2} mana I'd say? (see the "Cycling" mechanic). In a pure vacuum, the cards are very close to even.
3. I think I'd like the extra P/T of Righteousness in particular situations, particularly Meglonoth. I think if I really wanted to value the Cycling side of things, I'd probably play at least one other color, and every other color is better at drawing cards in some fashion than White. (Red has Fake Looting, and Wheel of Fate-knockoffs. Slightly better than cantripping).
I agree, though, that Drawing A Card is Relevant and Highly Valuable. This card may not be the best one to fill that role for you though. Righteousness is only trying to do one thing, not two things, and it does that thing very well.
Final Answer: Mix Righteousness with Ponder or Harmonize. Play Dual Lands. Guildgates are cool because they're cheap and just effective enough. :)
TopRomen
☆☆☆☆☆ (0.0/5.0)
People not attacking you? Have a planeswalker or two. Punish your opponent with your walkers final abilities if the opposition is too chicken to attack you.
Domri Rade strikes me as a strong option. Sit tight with him, get some card advantage and some more creatures out, and then wreck some face when you get the emblem.
Ajani Goldmane certainly fits the bill. This "stall deck" we've got going on could use his life gain, and certainly the ability to boost your creatures / attack opponent and still be prepared to block.
Comments (7)
Bullwhip and imp's taunt can make such a deck workable, I have one right now, in fact.
I'll stick with Righteousness.
Does it? I say yes. Turns "trading card for card" into "trading nothing for a card." Righteousness is usually overkill. That's not a good thing!
1. You don't actually know what Overkill is unless you know what your opponent's Deck Has/Is/Does.
In Game 1, Overkill should be considered 'just barely enough', because it pays off to be As Pessimistic As Possible.
2. What is Overkill defined as? Is this a game where you need more Power, or does your White deck suffer from few cards that help it search, dig, draw, etc.? Cantripping is worth approx. {2} mana I'd say? (see the "Cycling" mechanic). In a pure vacuum, the cards are very close to even.
3. I think I'd like the extra P/T of Righteousness in particular situations, particularly Meglonoth. I think if I really wanted to value the Cycling side of things, I'd probably play at least one other color, and every other color is better at drawing cards in some fashion than White. (Red has Fake Looting, and Wheel of Fate-knockoffs. Slightly better than cantripping).
I agree, though, that Drawing A Card is Relevant and Highly Valuable. This card may not be the best one to fill that role for you though. Righteousness is only trying to do one thing, not two things, and it does that thing very well.
Final Answer: Mix Righteousness with Ponder or Harmonize. Play Dual Lands. Guildgates are cool because they're cheap and just effective enough. :)
Domri Rade strikes me as a strong option. Sit tight with him, get some card advantage and some more creatures out, and then wreck some face when you get the emblem.
Ajani Goldmane certainly fits the bill. This "stall deck" we've got going on could use his life gain, and certainly the ability to boost your creatures / attack opponent and still be prepared to block.