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Reef Pirates
Card type: Creature Creature type: Ship
Power/Toughness:2/2
Casting cost: 1UU This card is yo ho ho and a bottle of dumb. A good rule of thumb in Magic: The Gathering, under normal circumstances, is that you should pay 1 mana for every 1 power and every 1 toughness a creature has. Anything more is bad, anything less, is really good. Hence, the greatness of Savannah Lions. So, normally a 1/1 creature should cost 1 mana, a 2/2 should cost 2 and so on. Savvy? Here we have a 2/2 creature for 3 mana, and 2 of them have to be blue, which is also an added disadvantage. Now, sometimes an ability will also add an extra mana to a card’s cost. Sometimes. But keep in mind that there are plenty of 1/1 creatures with flying for one mana, and flying is a much better ability than putting the top card of your opponent’s library in the graveyard every time Reef Pirates deals them damage (considering this card won’t be damaging your opponent very often). And you can’t really use this card to deck your opponent, at least not all by it’s onesies. They could be slightly more dangerous with help from spells like flight or jump, and supported by a Millstone or two. Plus at 2/2 the Reef Pirates are vulnerable to pretty much every creature removal spell in existence, one well placed lightning bolt will send 'em down to see Old Hob. On the plus side, there aren’t too many pirates in Magic: The Gathering, and if you want to be able to talk like one, you pretty much have to put this card in your deck, otherwise you’ll just sound silly when you yell “Aye Avast!” as your creatures attack, or when you call your opponent a scurvy sea-dog. Even with the pirate talk we still can’t justify giving this card more than a “2”. Reef Pirates are a classic example of why ninjas are better than pirates any day.
Our Rating:
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