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CardName: Prepare for Heroism Cost: {W/B} Type: Sorcery Pow/Tgh: / Rules Text: Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.) If you control a Plains or a Swamp, target creature gets +1/+1 and gains lifelink until end of turn. Flavour Text: Set/Rarity: Code Geass Uncommon

Prepare for Heroism
{w/b}
 
 U 
Sorcery
Prepare {0} ({2} as a sorcery: Exile this face down from your hand. On future turns you may cast it from exile for its prepare cost as if it had flash.)
If you control a Plains or a Swamp, target creature gets +1/+1 and gains lifelink until end of turn.
Updated on 06 Nov 2020 by Alex

Code: UH01

Active?: true

History: [-]

2014-10-21 11:27:23: Alex created and commented on the card Prepare for Heroism

I want the fifth member of the enemy-colour hybrid cycle of Prepare {0} cards for the Prediction / planning mechanic. I created the other 4 earlier so that they could go in the red-green playtest deck: Prepare for Infiltration, Prepare for Survival, Prepare for Readiness, Prepare for Ambush. Here's the fifth.

I appreciate hybrid is something that MaRo says gets submitted for almost every set and included in almost no sets. It's possible I'll end up cutting it or turning all these monocolour. But I'd note that there is some benefit to having hybrid cards with prepare in particular, rather than making all of these monocolour as they easily could be: it means if you're playing against a red-green deck, there are 4 Prepare {0} cards they might have rather than 2, so it increases uncertainty about what the prepared cards are.

Is it bad that three of the cycle pump power (+1/+1, +1/+1, +1/+0) and the other two don't? I guess it's better than 4-do-1-doesn't?

2014-10-21 11:33:10: Alex edited Prepare for Heroism
2016-11-28 09:56:24: Alex edited Prepare for Heroism:

uncommon

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