Tuesday, December 6, 2011

Amrou Kithkin


I love this card. Quinton Hoover's art is so wonderful, evoking a sense of idyllic curiosity that makes the card really tick; it's a wonderful detour into the kinder fantasy world that so much of modern swords-and-sorcery has forgotten or downright refuses to acknowledge.

The card itself isn't bad, either, in an exploratory, interesting-mechanic sort of way. I like that it's a white take on red's "creatures with power 2 or less can't be blocked" ability (which was later moved into blue and replaced with red's current "can't be blocked by less than two creatures" evasion). On a meta level, it's a triumph all around. The one thing I don't like is that it's overcosted. Each of the early sets betrays a fear of unblockability; the mechanic's consistently explored and consistently too expensive. The Dark may be the worst offender -- it has a six-mana enchantment with GGGG in the cost that gives all green dudes (not just yours!) forestwalk -- but this poor guy gets a rough time, too, being unplayable at WW.


That's more like it. Mistmeadow Skulk is still a better card (though a clearly worse kithkin), but at W this creature not only fits better on a curve, but it has gentler late-game synergy with equipment, white's modern slice of the artifact puzzle. At the point where most of your opponent's dudes are 3-plus power, the original kithkin will slip in unnoticed and can be a real problem when equipped with something as simple as a Jitte.

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