![]() What makes this card extra special is the second ability for late game. This is something that red has needed for a little while now to be more aggressive in a post Throne of Eldraine standard environment. The one red to give ALL of your creatures haste is a great ability, especially in red that just wants to be as aggressive as possible. Got to love a two for a 2/2 with great added abilities. Limited: 4.75 (stop him early, or you may never get the chance)Ĭommander : 4 (has several potential shells he slots nicely into, like Goblins) I’m not sold on him in deeper formats, but I suppose it could work out. He’s unlikely to be a star, but red decks in Standard will quite like him. ![]() I think Goro-Goro is definitely strong as a card to give a notoriously myopic deck type a bit of late-game reach, though he does have some particular demands luckily, those are pretty easily met. A 2/2 that can empower your entire army with haste for a turn is rather nice as a way to surprise people (and, yes, he can grant himself haste), and seeing as how red and Boros decks in this set aim to smash hard with single attackers, being able to get them able to attack then and there is nice! Also of note is that the spirit dragon summoned is not a once-per-turn thing, and it’s also not a legendary one, so you can snowball hard if you have enough mana to spend and an eligible attacker, unfortunately, they’re unlikely to attack that turn, thanks to needing the modified creature to be attacking. Goro-Goro is an interesting synthesis of abilities, one of which is a direct homage to the red member of the original Spirit Dragon cycle.All the same, he’s pretty solid even if he never gets to pop that ability. ![]()
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