Well, it’s a run off, the top 3 are
0/1 for gg
0/3 for 1gg
2/2 for 2gg
I think that the starting power on this guy is totally meaningless as far as type one and even extended goes. It won’t matter much in type 2 either. Since this guy gets +1/+1 any time any player casts a spell it will get huge very quickly. The sooner it drops, the larger it gets.
With the 0/2 for 2g voted out of the running, the issue of splashabilty goes away somewhat. All the choices require gg. The deck that breaks this guy will still be base blue, because that’s where the can trips are, but now that mana base is going to have to hurt to splash this. Even still, to maximize the card the deck needs to run as few lands as possible and as many can trips. For that to work, you need a low cost, or as low as you can get.
I endorse 0/1gg.
Vote at www. Magicthegathering.com
For 4cc in extended and type 1 you have... Jade Leech, Erhnam djinn, Blastoderm, etc.. In standard you should have at least erhnam and who knows what more when this card comes out. In other words... even though the card's ability is great, there are better things at 2GG, and 3cc is 1 too much for the card to be any good.
Vote 0/1 for GG!!! If they make the card as it is at GG it has the potential to be great, even in type 1!
On the other hand 0/3 for 1GG means he can't be bolted, but can still be dropped on t2 via elves/birds/moxen. I agree that the 2/2 for 2GG is pathetic though...
I'd go with the 3cc for 0/3. Makes a fatter Drain target and slower, but escapes bolts. GG is fast, but really, at 0/1 even fire could kill it. And it's not like Stompy is going to be running this anytime soon...
Does green lose to Sligh often? No.
So faster is better. 2 cc is best.
You don't need it to be 0/3 to be bolt proof. You jsut need good deck consturction. Put this thing in something with lots of forces misdirections and dazes. play it, 0/1 they bolt, 1/2, you force/misd/daze 2/3 and if they paly a 2nd bolt its now 3/4 and survives. This is a kill card, its going to go into decks that can proctect it. It doesn't need toughnes to keep safe from burn. What is needs is a low mana cost to keep it safe form counters. In T1 counters are a much bigger threat than burn.
Well, I just registered (It takes 3 seconds) to vote only this round because this is the one that matters. GG or bust!
After clearing my head of the terrible hangover I had when I posted that it should be a 3cc, I now say that GG is definitely more dope.
It'll probably suck in type 1 either way.
Razor: By green, do you mean Stompy? If so would you run this (if it turned out to be GG) in Stompy? Over Boa at the 2cc slot?
Of course, if we did vote for a GG 0/1, i'm sure R&D would have to add their input by increasing the casting cost by 6, becasue we all know Green is just way too overpowered on the low end of the mana curve...::grumbles::
Note: Don't allow my unreasonable cynicism discourage anyone from voting GG for 0/1. It's the right choice. You wan't as much chance as you can get of this thing actually resolving.
However, I have this dark feeling your cynicism may be justified and the 2GG 2/2 may win in the end... (remember, type 2 players also voting)
This lil bastard is gonna go like snot in every green deck I ever make I tell you. I'll prolly run Insists and Urza's Baubles and Land Grant type jank cards to support him.
It would bump Boa in my Stompy methinks. Seedtime might make the SB, too.