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CardName: Scarholme Force Mage Cost: 2{G/W} Type: Creature - Human Shaman Pow/Tgh: 3/3 Rules Text: {3}{W},{T}: Put a 1/1 white bird creature token with flying onto the battlefield. {3}{G},{T}: Put a +1/+1 counter on target creature. Flavour Text: Set/Rarity: Revolt of Kythos Uncommon |
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It's Selesnya Guildmage, but nowhere near as good!
Which I suppose is fair given how good Selesnya Guildmage is. But those two abilities are really begging to be compared to Selesnya Guildmage. For the rest of your cycle you at least managed to divvy up the abilities differently, moving Dimir Guildmage's "draw a card" to Enlostphian Force Mage and "discard a card" to Forarg Force Mage and putting Nykwood Force Mage in their place. I suggest you try to do something similar here, because otherwise this card can't help but be overshadowed by its Ravnican cousin.
The tradeoff here is that these tokens have flying, and of course, that +1/+1 counters are permanent and easier to "play" with. The Guildmage does seem better overall, though.
That and this card is incredibly splashable, making it a godsend in draft. Considering that both of these abilities are technically better than the Selesnya abilities, I'd say this card is the more powerful of the two. I mean, I know I can't sink 12 mana into this guy and attack with it in the same round... but minor late game boosts aren't valuable enough if you're getting outclassed in the mid-game.