I’m talking, of course, about Dragonlord Ojutai and The Scarab God.Ĭontrol players were comfortable tapping out for these because almost nothing could kill an untapped Ojutai, and if the opponent wanted to spend their turn killing The Scarab God, down he’d come again the following turn. Blue decks that could certainly play prolonged, traditional control games, but could also just auto-win on Turn 5 by playing a powerful, hard-to-interact with creature that can block until it abruptly turns the corner with protection up. In the last five or so years, a new breed of control deck emerged in Standard. More often, this walker will come down a few turns after 6 to close the game. If the board is stable on Turn 6, the opponent will not be able to come back from a Mordenkainen. I envision this card as a healthy win condition for spell-heavy, traditional control decks as a 1- to 2-of. From there, it won’t be uncommon to alternate between the +2 and the -2, building card advantage both in-hand and on-board, while making your Dog Illusions larger and larger. The +2 brings him to 7 immediately, making it quite likely he’ll stick around for another turn. When playing this role, it’s their repeatable, free card advantage combined with being a hard-to-interact-with card type that makes them preferable to creatures. Unlike cheaper planeswalkers, six-mana walkers won’t typically pull you back from a losing boardstate, instead serving to cement an advantage or eke out a win from a tight game. Six mana is a lot for a planeswalker recently, six-mana planeswalkers like Liliana, Dreadhorde General, Garruk, Cursed Huntsman, and Chandra, Awakened Inferno have seen fringe play as 1- or 2-ofs.
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