Hunters Prowess

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Posted on Jan. 22, 2014, 1:44 p.m. by Denial048

Hunter's Prowess

4G

Sorcery

Until end of turn, target creature gets +3/+3 and gains trample and "whenever this creature deals combat damage to a player, draw that many cards."

This looks like a pretty decent card, after you think about it. +3/+3 is good, Trample is getting better, but that can be some awesome draw power for green, something it is usually lacking. If this was an Instant, it would make for the perfect combat trick.

What do you all Think?

DarkHero says... #2

the cmc is saved by being green. viable as 2x of in mono green or really anything running enough ramp to play it early. Probably not any more than that. +3/+3 for 4 is bad, adding trample makes it mediocre, adding the card draw makes it worth it. Remember that Giant Growth is still a thing for 1 mana. If not for the draw its terrible.

January 22, 2014 3:12 p.m.

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