![]() I think the value of the card will be strongly dependent on your play group.ĭesigners are getting pretty clever with conditional card draw in white. With the flashback, it could be a big bomb-or just bomb out in environments with lots of battlefield sweepers. ![]() It’s a card that scales in value to how many creatures you have, which means that it can eventually be a win-more card. I’ll definitely be jamming it into a deck. Since it doesn’t cost any mana, you’re free to play battlefield sweepers after combat, swinging a big advantage your way. One that I think is quietly good, if Stalwart Pathlighter’s condition is met, all your creatures get indestructible, not just the ones with different powers. Second, you can give opponents’ creatures double strike, so you can flash it in for a combat in which you’re not involved in order to change the math. First, it doesn’t target you choose the creatures on resolution. Flash in Sigarda’s Vanguard to wipe out a few opposing creatures, and then have it be around again to do the same for your own battles. Importantly, exiling Moorland Rescuer is an instruction on resolution, meaning if you have a way to get it back into your hand, library, or the battlefield before the triggered ability resolves, you don’t have to exile it.Īn Angel as a combat trick? Sweet googly moogly it’s getting dangerous out there. It’s a variation on Reveillark (although it’s just a dies trigger, not leaves-the-battlefield). I’m interested to see what folks do with the card. Still, turning a bunch of 1/1s into 3/3s sounds decent, especially since it doesn’t affect your legendary creatures. Note that the creatures still have abilities the Curse just negates tribal strategies. This seems like a Curse that you might want to put on yourself. I suppose you’ll just need Mirror Strike to take care of them. The problem comes when someone else has a creature like Lord of Extinction or Consuming Aberration. Even if you’re not building around it, you’ll choose your own creatures when there’s a tie. You’ll be crafting your deck to take maximum advantage of Celestial Judgment, so the creatures that get left behind will most likely be yours-well worth paying the two mana past Day of Judgment. ![]() I suppose giving your commander indestructible is worth quite a bit, though. It’s powerful and tough to get rid of (play some cards that exile stuff, friends!), but I think I’d rather have a way to cheat it onto the battlefield instead of investing eight mana, especially since it doesn’t affect all of my permanents. ![]() The mana cost dampened said excitement quite a bit. Whiteīased on the card name, I got very excited. There were some numbering oddities in this particular release, like the face commanders being first, but in general I’ll be very happy for them to continue this trend. It makes finding the new stuff way easier when they’re not mixed in with the reprints. I’d like to offer a brief thanks to Wizards of the Coast (WotC) for something they’ve been doing for a while now with Commander-specific releases: numbering the cards so that the new ones are first and then the reprints. I want to talk about the cards individually as candidates for putting into your Commander decks or maybe even building around. They’re a fine entry into the format or for experienced players who’d like a change of pace. There’s already plenty of chatter around the decks themselves - once again, nicely playable right out of the box or with minimal upgrades. We also have quite a few new ones from the Commander decks which are companions to the release. The cards from the Innistrad: Midnight Hunt main set aren’t the only new ones stalking the spooky woods and creepy back alleys of the plane. ![]()
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