Ive had this guy since he came out and he is always useful.
With the heavy graveyard shenanigans that seem to be on their way in the new modern set this guy just keeps getting better.
I realize many slot this as a green and black card, but is anyone else running this in white green midrange or red green agro shell?
Ive had a lot of success in thise decks and with equipment.
Plus when you get mana rampers that also make black mana, such as Birds of Paradise, the recast as an adventure is great mid to late game for extra gas, plus the recurring threat.
I still run this card, especially in multiplayer.
I think the blowout is great, and with good mana rocks and accelerators, you can really run the game away
Force of Will and its ilk are better and less punishing.
Games are faster now and having 5 mana on turn 2 is a challenge, let alone having it can really set you back when you are tapped out heading into the mext turns.
I still enjoy fire Covenant simply for the smaller and quick target board wipes. Is it great? Enough so only because of the increase in lower toughness and lower cost threats
I think you are spot on.
I'd cincur that most GoWide strategies need a combo element to either win or protect itself because most low CMC creatures being printed recently are just insanely stacked and versatile, that I see a lean to these early game Agro strategies.
As the top 2 posters mentioned, the game has gotten less reactive, and I feel that most games can finish in a average of 5 to 6 turns per player. Playing safe and the old "control/permission" style has certainly weakened.
My thoughts are that the game is trying to mimic the pace of it digital competitors, aiming for average games to be no longer than 15 minutes, and hence printing better and more efficient cards every set.
Just the ability to gravetard hate at instant speed while growing an equipped creature or itself is just great.
The card reminds of psychatog in that combat math can get tricky very fast, but also threaten to shut down flashback and reanimate strategies
Lovin the Goose, but still playing as well Krasis.
Both play very differently.
The goose is just such a great early to mid game drop, and the added food card draw helps dig or heal to stay in the race against your opponent's pressure.
Artifact ramp still loves this card and add in return to hand shenanigans like crystal shard this thing is a non stop machine gun.
This card gets seen a lot in ramp decks especially, but even some agro lists use him as a nice mid drop to attack and clear the board for go to the head for the last bits of damage.
STE as bod picking up equipment or doing "dudely things" makes him shine more than a rampant growth.
He has a lot of versatility at all points in the game.
I'm still running Sprout Swarm, although todays creatures do indeed go more narrow with a lot more impact.
Enjoying this card's convoke with heavy token and anthem effect, but curious if this card has been cut from other's cubes?
With the heavy graveyard shenanigans that seem to be on their way in the new modern set this guy just keeps getting better.
Ive had a lot of success in thise decks and with equipment.
Plus when you get mana rampers that also make black mana, such as Birds of Paradise, the recast as an adventure is great mid to late game for extra gas, plus the recurring threat.
I think the blowout is great, and with good mana rocks and accelerators, you can really run the game away
Games are faster now and having 5 mana on turn 2 is a challenge, let alone having it can really set you back when you are tapped out heading into the mext turns.
I'd cincur that most GoWide strategies need a combo element to either win or protect itself because most low CMC creatures being printed recently are just insanely stacked and versatile, that I see a lean to these early game Agro strategies.
As the top 2 posters mentioned, the game has gotten less reactive, and I feel that most games can finish in a average of 5 to 6 turns per player. Playing safe and the old "control/permission" style has certainly weakened.
My thoughts are that the game is trying to mimic the pace of it digital competitors, aiming for average games to be no longer than 15 minutes, and hence printing better and more efficient cards every set.
The card reminds of psychatog in that combat math can get tricky very fast, but also threaten to shut down flashback and reanimate strategies
Both play very differently.
The goose is just such a great early to mid game drop, and the added food card draw helps dig or heal to stay in the race against your opponent's pressure.
Im playing both
This card gets seen a lot in ramp decks especially, but even some agro lists use him as a nice mid drop to attack and clear the board for go to the head for the last bits of damage.
Still an AllStar!
He has a lot of versatility at all points in the game.
Enjoying this card's convoke with heavy token and anthem effect, but curious if this card has been cut from other's cubes?