MooNFisH Wrote:Well, obviously Holy Peacemancer is underpowered as well. I thought he was getting a boost too?
Like, 35 life. That and the fact it costs less to activate and is a Cleric, makes me think it should be a-ok then.
Funny, I don\'t see anything on the list that refers to Holy Peacemancer...
Aldgar Omk Wrote:If you play an earth elemental, however...you pay 4G for a 20/45 non-unique creature who can dizzy for 2G at B speed...and serves the following functions:
1.It can dizzy creatures at B speed, being able to stop even other dizziers like kelar sage/sparks/dirlend, or snipers like warlock.
2.It can die. Very fast, and very easily. 20 attack is nothing, and the life isn\'t really great either...most 3mana-ers can take the elemental out, and 2G per turn is a HEAVY upkeep. You could easily play 5 peacemancers and
dizzy your opponent\'s creatures ad infinitum, provided you have at least 4 shrines out. But even IF you manage to play five earth elementals, you will hardly be able to get 10G a turn, will you?
3-mana creatures killing the elemental? Let\'s look at some basic 3-mana creatures, shall we?
Kelar Fencer - 30/30. Dies to and kills Elemental on second attack.
Goblin - 30/20 with ability to hit for 40. Dies to elemental on first attack, will kill itself with ability and the elemental will survive with 5 life.
Karn - unique 30/33. Like a Fencer, dies to Elemental and kills it on second attack.
Cody, Tom - unique 30/30\'s with no or a weak ability. Again like a fencer.
Drecker - unique 20/30. Dies to elemental on second attack, but doesn\'t kill it. Does, however, draw cards and allow for other solutions.
Rio - unique 25/20. Dies to Elemental on first attack.
As you can see, you normally result in a one-for-one trade over two turns with the Elemental if the ability is not used. For some black 3-mana monsters, you end up needing a second card to finish it off. 4-mana creatures like Jeff and Phantom Galgy die to it and kill it, making the mana investments break even. I\'m not saying the Elemental\'s a perfectly balanced card, but I think the ability gaining life will make it too powerful.
While it is easy to play 5 peacemancers and keep them going, any attack or a laser will kill them. Meaning you\'ll be forced to spend all your mana keeping them alive, whereas you can take a hit with the Elemental and maybe live to sac it.
I was going to argue about commons, uncommons, and rares supposedly having differences in power level, but then again, rarity is pretty much useless in the CmC economy.
I suppose I\'m making a better argument to boost Peacemancers than keep the elemental the same, so boost the Peacemancer\'s stats!