All players, collectors, and other fans of Wizards of the Coast''s premier collectible trading card game, this week! There''s an old adage that relates to the theme for this week''s column: "Do not meddle in the affairs of dragons, because you are crunchy and taste good with ketchup." But this particular argument, however, could have just been attributed to a real dragon (in a way where they actually exist). So, let''s look at some Archene
The way in which we come to the assessment of scheme cards in the oversized subset of cards is to:
The following groups will be grouped according to the overall role they play: these groups are categorized as such:
Disruption: These Schemes use something from your opponents (and only them) that does not exist on the battlefield. These include cards in hand, life, or abilities to attack or cast spells. Global: These Schemes have an impact on each player, but these are rather self-explanatory. These Schemes may include the need for an opponent to make a difficult decision. Tempo: These Schemes utilize some extra time to draw up tokens or cards to the battlefield, but these may also include extra resources.
Next, the Schemes will be further divided on a scale of 1-10 in terms of how well they perform their job in the role provided, with one being rather underpowered and ten being broken.
(For example, All In Good Time is a 9/10 for a Tempo Scheme, while Approach My Molten Realm is a 3/10 for a Global Scheme.)
Let''s get started with the scheme cards with that little extra information!
#40.Tooth, Claw, and Tail
Tooth, Claw, and Tail (Removal, 9/10) are among the best spot removal methods that the Archenemy might possibly have at their disposal. It uses everything except lands to avoid sacrifice effects to continue to spew its stream of destruction despite them. Beyond Behold the Power of Destruction, which is probably the finest Removal scheme in the original release, has a strong contender for the seat. This includes, for example, the versatility of both eyes and ears.
#41.The Very Soil Shall Shake
When it comes to Tempo schemes, The Very Soil Shake (Tempo, 7/10) is an odd duck. It provides an anthem effect in Overrun, which inherently and overtly isn''t Value, Disruption, Global, or Removal. Nevertheless, the Tempo portion of the scheme is quite strong, especially if you find a way to de-stress your creatures in a token build or Aristocrats-style deck. There is also no need to worry there.
#42.Which of You Burns Brightest?
Which of you is brightest (Removal, 5/10) is part of the cycle of schemes that require you to pay a X amount of mana to get an effect that scales with it. These schemes are just plain bad because they require more than nothing offered to the Archenemy in order to get an extra effect to go off, ultimately defying the purpose of these schemes altogether. However, in the event that you have a ton of mana to use on this scheme and can use it effectively, it serves
What are your thoughts about these schemes? Should you suggest them out? Let us know your thoughts on the matter in the comments below!
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