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In anything else, you'll be consistently drawing cards and having opponents lose life once they run out of artifacts, enchantments, planeswalkers, or lands to spare
Im not working tonight, but I think Im going to skip Friday Night Magic and try to rustle up some Commander games, with at least one game with Mean Hippo
This card benefits from being the gold version of a Mew that many players will remember because it actually has seen plenty of gameplay
CP1 - 1P - 2/1 [new mechanic A] (a two mana purple card is tough to play in limited, so I think it should be good) CP2 - 2P - 3/1 First Strike CP3 - 2P - 2/2 [new mechanic B] CP4 - 3P - 2/2 Flying, [new mechanic B] CP5 - 4P - 4/3 [new mechanic B] CP6 - 5P - 4/6 Trample CP7 - P - Instant - Remove Soul CP8 - 1P - Instant - Choose one: counter target green spell, or destroy target green permanent, or destroy target forest (this would be a cycle of six, so it needs to be different from the existing R/U blasts) CP9 - 2P - Sorcery - Deal 3 damage to target creature or player
Its box contents are pretty standard fare for a Commander precon with the exception of 10 Plane Cards, which enable you to play in the Planechase format