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Prevent all damage that would be dealt to target creature this turn.
Indestructible Aura Discussion
10 months ago
You could consider running Essence Scatter, the M10 version turns creatures into birds.
Speaking of turning things into birds, you could run Dovescape just for flavor.
Indestructible Aura, not a great card but the art is sweet as hell! Rock out, bird!
1 year ago
Birthing Pod, Indestructible Aura, and Loreseeker's Stone are all illegal in modern.
If your going for +1/+1 counters than Spike Feeder+ Archangel of Thune is a combo, same with Spike Feeder + Sunbond, Hardened Scales can speed things up and Abzan Battle Priest, Ainok Bond-Kin, Longshot Squad, Hangarback Walker, and Bramblewood Paragon are all helpful cards.
Rishkar, Peema Renegade is a nice card too.
2 years ago
2 years ago
Glad you like it, XxLeGingerxX!! I'm a fan :]
The number of things to make him untargettable in his colors are limited--artifacts only, pretty much (most shroud and hexproof effects/auras are green). Spectra Ward does a decent job. Sacrifice-prevention is pretty rare but Assault Suit is pretty much tailor-made for Zurgo. Board-wipes are always a concern and making him indestructible isn't too hard: Darksteel Plate and Shield of Kaldra come to mind, as well as Indestructibility and Indestructible Aura--conveniently in white, as most indestructible effects are. You may notice a lot of these are in my maybe list. Board wipes in the vein of All Is Dust, Cyclonic Rift, or Merciless Eviction are nearly impossible to protect against, though white has access to plenty of blink effects that could save Zurgo, at the expense of unequipping Equipment.
I'd include more hexproof/shroud stuff but some cards are pretty pricey, a la Champion's Helm, or are kinda butt, like Mask of Avacyn (good budget-option though IMO. Gotta take it where you can get it). There's General's Kabuto and Lightning Greaves (which I do plan on getting) but I think that might be it (other than the Swiftfoot Boots already in).
Since it's a budget deck the land base is guaranteed to be slower than is possible. I tried to make up for it with an above-average amount of mana rocks (which also helps with some artifact synergies). I often get Zurgo out on turn 4 though turn 3 is a bit of a stretch without some luck. I sometimes wait though to make sure some protection or some trample-enabler is in play. Zurgo has that magic 7 power to 3-shot opponents and it only takes +4 power to 2-shot folks--never mind double strike and the like. One problem with Voltron generals is that they are public enemy number one when they're out so focus-fire is inevitable. It makes it seem like commanders like this and others (Skullbriar, the Walking Grave, Sigarda, Host of Herons, Kresh the Bloodbraided, Uril, the Miststalker, Bruna, Light of Alabaster, etc) are a disadvantaged strategy but it's exactly because they're so threatening that they get focus-fired down. Having inherent indestructibility or hexproof goes a long way toward making these guys viable and Zurgo's temporary indestructibility certainly helps. Not as optimal as something like Tajic, Blade of the Legion's or Narset, Enlightened Master's but it's something.
2 years ago
I've always loved Indestructible Aura, it's a terrible card and is not only not an aura but it doesn't give anything indestructible. Regardless, I feel like the art is just too metal not to include. While also a terrible card, Axelrod Gunnarson seems like he fits right in seeing as his name could easily belong to the lead guitarist of a metal band.
3 years ago
Usually, the flavor and mechanics of this game agree with each other, but, on rare occasion, they do not.
In such instances, mechanics usually take priority over flavor, but there are some cards whose flavor does not at all seem to fit their mechanics, so this thread is to discuss "flavor fails" in this game.
The first, and most obvious, of these "fails" is that most equipment is clearly designed to be used by humanoid beings, yet can be used by any beings, even oozes with no discernible anatomy. Another failure regarding equipment is that a creature can have any number of equipment cards attached to it, even when its artwork clearly limits the number of items that the being could reasonably carry. Also, creatures with reach can block creatures with flying despite the idea that a flying creature should logically be able to fly higher than the reaching creature could possibly reach.
Now, for some more specific flavor failures: a Lightning Elemental can be harmed and destroyed by a Lightning Bolt, a Fire Elemental can be harmed by a Fireball, wind-, water-, and ice-based spells work on wind-, water-, and ice-based creatures, both Neck Snap and Go for the Throat can affect the Headless Horseman or incorporeal spirits, Indestructible Aura is neither indestructible nor an aura, Increasing Devotion does not increase a player's devotion, Boros Swiftblade has double strike while holding only one sword, yet Gisela, Blade of Goldnight is holding two swords but has only first strike (and, on that subject, Aurelia, the Warleader has neither first strike nor double strike despite holding two swords and her flavor text supporting the idea that she should at least one of those abilities), and Tragic Slip can affect creature whose artwork clearly make it impossible for them to slip, such as Juggernaut or any ooze.
What about everyone else? What "flavor failures" have you noticed in the cards of this game? Please note that this thread is intended to be humorous and entertaining, and not to cause any serious debate or agonizing over elements of the game that seem to be nonsensical. I look forward to receiving your responses!
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