Coral BarrierĬoral Barrier itself doesn’t have Islandwalk, but its ETB gives you a 1/1 Islandwalker. There are better options, like the creatures that come in as a 2/2 with Islandwalk as a static ability for the same mana cost. Shore Snapper is essentially a 2/2 vanilla creature for three mana when you first cast it because it requires you to pay one blue mana to give it Islandwalk. This card needs to wait for two turns after coming in to be able to attack, so it’s undesirable for more aggro-focused merfolk decks. Merfolk Raiders wouldn’t be too bad of a card without phasing, but there are better Islandwalk cards to invest in that stick around each turn. While this card may have a place in some Commander decks that run Doubling Season or a lot of proliferate effects, it’s so niche that I’m comfortable calling this one of the worst Islandwalk cards. It requires 12 mana to have Islandwalk or to be able to do damage without help. Instead you have to level it up five times to give it that ability. Halimar Wavewatch doesn’t start with Islandwalk. This helps you keep the pressure on them and benefit from any abilities that trigger when you do combat damage. Islandwalk can be an incredibly powerful effect against the right decks because your opponent may not be able to stop you from doing direct damage. The rules text reads: “This creature is unblockable as long as defending player controls an island.” Islandwalk is an ability that alters how creatures that have it can be blocked. Colossal Whale | Illustration by Adam Paquette
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