Keith Katsikas
Administrator
This is about as normal as I feel these days...
Posts: 1,623
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Post by Keith Katsikas on Jun 13, 2006 10:15:27 GMT -5
196 Spirit Song Effect Global As Spirit Song enters Play you may Recruit up to three Spirits from your Resource Pile, Discard Pile, Out of Game Pile, Cemetery, or your Hand and put them in play Fully Engaged. All Spirits in play gain: +1 to Power and Flee 0 4 0 6 4 Chris Seaman U
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frank
New Member
Posts: 32
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Post by frank on Aug 12, 2006 20:49:06 GMT -5
I realise its a good card, but what's the logic for moving it up to ultra-rare? (Which means I technically have 7 of those now=)
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tirus
MEGA Judge
R&D Director
Stay calm... Focus... Concentrate... See everything!!
Posts: 567
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Post by tirus on Aug 13, 2006 2:50:12 GMT -5
It's very simple frank.... it's dam scary.
Let's say in some amazing feet of magical grace I play 3 spirit songs in one turn. I just put at least 4 spirits into play, from ANYwhere into play, with +3 power. Now if I was able to put the max 9 spirits.... that's at least 36 power staring you down. Plus the spirits return to your hand to return to play next turn. And it can give you a bunch of magic to work with to sling tons of spells at your enemy! And on top of all this.... It's dirt cheap! Zycon and just about anything you might put in a zycon deck can cast it!
A nice combo with spirit song is Charge!! Disengage all your creatures and give them additional +2! so I can have a total of +5! And then if I get battlemongers out.. dam. Those fairies ain't so little anymore.
I may be missing something.. but I think you can get the picture now.
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frank
New Member
Posts: 32
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Post by frank on Aug 13, 2006 10:38:55 GMT -5
Ok, I just wasn't sure. Thank you.
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