Can be perfect fodder for the tinker deck
It's a Great ramp target, and can be played anywhere along the curve if your trying to make it to 6 mana, but area fealing pressure before you get there, slam this down as a 4/4 or 5/5 to buy yourself some time.
Fetchable with Trinket Mage, Imperial Recruiter, Recruiter of the Guard, Enlightened Tutor, Green Sun's Zenith, Demonic Tutor so not only is it castable in every color, but every color has cards that can fetch it if needed.
it gets passed the removal in the guild section, and can be played at 4 mana to get by most of the burn spells,
can be cast for 5 to either play around wildfire, or can slot right into that deck if needed.
In the artifact deck, it combos really nicely with Metalworker, and casting Tezzeret, Agent of Bolas to dig and find this is a pretty decent play considering you can play it the next turn and turn it into a 10/10
Did I mention that it has trample?
Quote from steve_man »It's the best Endless One variant. Trample is especially nice on scalable creatures. Cubeable, but no deck particularly wants / needs it, which relegates this to a filler card that can be played in any deck that doesn't involve Oath of Druids.
Quote from noshadowkick »Quote from steve_man »It's the best Endless One variant. Trample is especially nice on scalable creatures. Cubeable, but no deck particularly wants / needs it, which relegates this to a filler card that can be played in any deck that doesn't involve Oath of Druids.
There's a pretty wide swath of aggro and midrange decks that would beg to differ
Quote from allred123 »Actually I just realized that you can't target him with Tezzeret... Still, I don't think every card needs to be flashy, but cubes do need some good filler cards to help smooth decks out. I am thinking a good cut for this might be hangarback walker. I think the two cards might be pretty close in power level (obviously play different roles). Hangerback walker is good, but it slows games down quite a bit, and I think from a good design perspective, playing cards that let you win games are better than cards that are designed so you don't lose.