I think if the Heal ability is changed to any target, it should be decreased to 3 or 4 health probably, just so Angels aren't walking Shards of Grat.
Maybe lower their health as well... or it'll be extremely hard to get rid of them.
Quote from: coinich on December 01, 2009, 01:04:49 pmQuote from: Demagog on December 01, 2009, 07:41:39 amMaybe lower their health as well... or it'll be extremely hard to get rid of them.Yes and no. A plated Oty and/or a Mind Flayer should be able to disable them pretty quickly. Likewise a mutate would take care of them fairly quickly, and if you got adventurous, multiple (2+) poison counters on each of them.Not every deck has those. Assuming you can make a speed deck using angels, it might be a good counter for other speed decks.
Quote from: Demagog on December 01, 2009, 07:41:39 amMaybe lower their health as well... or it'll be extremely hard to get rid of them.Yes and no. A plated Oty and/or a Mind Flayer should be able to disable them pretty quickly. Likewise a mutate would take care of them fairly quickly, and if you got adventurous, multiple (2+) poison counters on each of them.
Just a thought on the oft-maligned Heal ability on creatures: what if it were also allowed to be used on a player? I don't think that would be too powerful, and it wouldn't suck either.