Today's colour is a colour i am not a fan of it's white. White is a colour that i have never really been able to get into. Both of today's cards are creatures with the key word protection, protection means the creature can't be blocked, targeted, dealt damage, or enchanted by anything that it has protection from.
![Picture](/uploads/2/9/5/0/29504983/412291424.jpg)
Today's first card is a cards that you will need to rig the voting for, it's Council Guardian. This card is basically a 5/5 for 5W with protection from an unknown amount of colours.
When it enters the battlefield each player votes for blue, black, red or green it gains protection from whichever has the most votes if the vote is tied it has protection from both those colours. If you have an extra vote from Brago's Representative or can convince someone to cause a tie this card can be quite good. This card is quite unpredictable as all your opponents could vote for a colour only you are playing or a colour that in not being played at all.
Ratings:
When it enters the battlefield each player votes for blue, black, red or green it gains protection from whichever has the most votes if the vote is tied it has protection from both those colours. If you have an extra vote from Brago's Representative or can convince someone to cause a tie this card can be quite good. This card is quite unpredictable as all your opponents could vote for a colour only you are playing or a colour that in not being played at all.
Ratings:
- EDH- 6 It could work in mulitiplayer but it could easily back fire on you.
- Draft-7 It is still a 5/5 if nothing else and having looked at this set i believe you could swing the vote in your favor.
![Picture](/uploads/2/9/5/0/29504983/512600686.jpg)
The next card is a card that i am still not exactly sure what i think about it, it's Pristine Angel. This a 4/4 flyer for 4WW with protection that is a bit limited. This has protection from artifacts and all colours, but here's the catch it has to be untapped so in combat it is vulnerable. It's final ability attempts to make up though, when you play a spell (so not a land) you can untap it. Looking through this set so far i do not see a lot of instant speed removal so if you can get it untapped by the end of the turn i think you should be safe.
Ratings:
Thanks for reading. Just one last point starting from tomorrow i will be redoing the community commander so look out for that on the homepage
Ratings:
- EDH-6 Lots of people have removal so just try and get this untapped quickly.
- Draft-7 If a lot removal does not get revealed i believe this could be good.
Thanks for reading. Just one last point starting from tomorrow i will be redoing the community commander so look out for that on the homepage