Quote from CatParty »I'm a little confused as to how/why Hexdrinker is good. It's great in an aggro plan as a 2/1 for 1 mana. But then, if i understand leveling correctly, we need to pump 3 more mana into it for it to become a 4/4 with protection from Fatal Push and Path to Exile. That would mean on turn 2 we would want to tap out to level it twice, and hope we're holding onto a Shoal or Force, with a pitchable card. Then turn 3 we tap 1 more mana and then it's swinging as a hard to remove 4/4... I guess this isn't too bad, but it seems like it really forces us to have Shoal and Force in our hands, and if they shoot off an instant in response to our leveling, then we need Shoal and probably a 1cmc blue spell - Force wouldn't even protect it here. I just feel like we'd be playing a very different deck if we wanted to rely on Hexdrinker.
Why, in the name of the Holy Grail, would you put mana on it on turn two?
If you play it on turn one, it's a 2/1 that is only worse than Delver of Secrets (IF it flips the turn after) against Combo of the sort. It trades with Goblin Guide against Burn. It's just an undercosted beater.
When you topdeck it on an empty board, it's basically half a Progenitus.
It's as simple as it gets.
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