Three Cards Deep: The Good, The Bad, and the EDH Ugly
Only cards I played very recently are getting the Three Cards Deep treatment this week. One for each of the following categories:
-Rad: This is a surprisingly awesome card you’d be just as happy to see an opponent slam down as you would to rip it off the top.
-Bad: Take a trip to frown town with these fun suckers, apologizing on casting and getting heated when you see someone sling it.
–Sad: Often popular inclusions, these unexpectedly lame cards aren’t worth a slot.
The Rad – Druids’ Repository
There’s no shortage of mana producers, but interesting angles are always welcome. It’s kind of a win more card in that if you’re attacking with enough dudes to charge this up, you’re probably in good shape. But you can add them up slowly by sneaking in with utility dorks, and if you pump out a huge swarm, the mana payoff is immense. And for some reason, people don’t care about this guy. All you need is a sweet mana sink, like Kamahl, Fist of Krosa or my favorite, Nemata, Grove Guardian, for some self-pumping attackers.
Verdict: As if token swarms needed another check in the powerful synergy column.
The Bad – Tooth and Nail
This is an act of personal penance as much as anything. I did Tooth and Nail on turn six, it was entwined, and this did lead directly to me winning the game in two turns. T&N, not to be confused with the pseudo-Christian, turn-of-the-century punk label of the same name that put out a billion MxPx records, is a card that always elicits sighs from the table. “Uh. Sighhhh. Sure no response.” It’s just double Green Sun’s Zenith with better mana efficiency that can also pull from your hand and usually wins the game on the spot – in my case I tutored up Sylvan Primordial and Avenger of Zendikar, stacking appropriately to get more tokens cuz of the Craterhoof Behemoth I was holding. Yep. Nap time.
I’m hardly breaking new ground here, but because T&N scales with the quality of creatures in your deck, it’s basically a nine-mana must counter that does whatever you need it to in order to win. And that’s kinda lame.
Verdict: Immediate cut; entwining teeth with nails decreases fun attainment.
The Sad – Hall of Gemstone
As far as enchant worlds go, this is spicy, and in a mono green deck it can be pretty rad. Just remember not to pack any instants or activated abilities that require mana if you run this out.
That is the source of the sadness. You think it’s 100% all upside, but then Mr. Monoblack casts Mutilate and you can’t use your awesome abilities to ninja pump your dudes, and it’s like when the ice cream falls off the cone. I’m not saying this card can’t be really fun and weird, just that it needs to be played very deliberately.
Verdict: Situationally fun, often just weird, rarely powerful
That’s all folks. Twitter me @MdaveCs or comment here and I’ll respond for sure. I want to debate, so tell me your thoughts!