Of Course a Horse!
Call of the Full Moon fills a particular void in magic that has long been absent: Cards with meaningful drawbacks, but devastating upsides. Part of a cycle that pays tribute to past sets, this Werewolf-y card oozes with flavor from Innistrad while addressing something the set lacked. While werewolves were typically strongest at night, for some reason they all started on their day side. Call of the Full Moon gives you that sweet, sweet moon power without any of the pesky human parts. It's like watching an episode of Sailor Moon skipping all the plot for those transformation scenes ;-p
Anywho, the card's drawback limits what decks want to play it for the long term. Ideally, enchanting a 1 drop then dropping Call is a safe and powerful move. 4/5 Damage is nothing to scoff at. Turn three should either clear the way for your empowered creature or follow up with a 3 drop. Turn four? Well, plowing your opponent's face in with damage is strong. Throw a four orthree drop with haste and end the game. This is just a dream though, because Call's real power lies in how it is solved by your opponent.
Your opponent needs to cast two spells, but on the play, you're way ahead on your opponent. Dish out the pain, then watch as they over commit to stop the damage from furthering. That is the beauty of the card. Your opponent might make steps they may later regret. Punish them, and follow up with a powerful 3/4 drop monster and plow over their error.
Torch it
Touch it
Try it
Own it: You want this card, not just because it's a powerhouse the turn you play it, but because it makes a creature sucha threat they need to be answered.
Next week I'll be evaluating some uncommons for modern, ending on Eternal Witness Friday. Stay Tuned
P.S. Sorry for the delay. Life happened.
Anywho, the card's drawback limits what decks want to play it for the long term. Ideally, enchanting a 1 drop then dropping Call is a safe and powerful move. 4/5 Damage is nothing to scoff at. Turn three should either clear the way for your empowered creature or follow up with a 3 drop. Turn four? Well, plowing your opponent's face in with damage is strong. Throw a four orthree drop with haste and end the game. This is just a dream though, because Call's real power lies in how it is solved by your opponent.
Your opponent needs to cast two spells, but on the play, you're way ahead on your opponent. Dish out the pain, then watch as they over commit to stop the damage from furthering. That is the beauty of the card. Your opponent might make steps they may later regret. Punish them, and follow up with a powerful 3/4 drop monster and plow over their error.
Torch it
Touch it
Try it
Own it: You want this card, not just because it's a powerhouse the turn you play it, but because it makes a creature sucha threat they need to be answered.
Next week I'll be evaluating some uncommons for modern, ending on Eternal Witness Friday. Stay Tuned
P.S. Sorry for the delay. Life happened.
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