Thursday 10 September 2009

Abduction, uncommon (first printed in Weatherlight, 1997)


Creature stealing is always strong, and 2UU seems to be the benchmark value for the effect. Abduction is a twist on the classic Control Magic that leaves it slightly less viable in many decks but introduces a hundred tricks. In some cases, flexibility can be worth more than raw power. Being able to attack with a tapped hasty creature immediately after casting the spell ups the card's surprise value, and although many of the best hasty creatures either vanish immediately - Ball Lightning - or refuse to be targeted - Giant Solifuge - Abduction can find some game-swinging targets on the scale of Kamahl, Pit Fighter or Rorix Bladewing! If you steal a sacrificable creature with Abduction, its owner may be lenient, especially in multiplayer where this may be thought of as some sort of bargain; Control Magic would never allow this subtlety - the creature's owner would simply activate the creature's ability in response. Abduction also fits snugly on your own creatures as a cat's life, allowing for the retriggering of comes-into-play or sacrifice abilities, though I fear this does not work with Guildpact's Haunt mechanic. These situations and many more besides demand that you consider Abduction an equal of Control Magic, Treachery and company. Can be acquired for less than twenty pence a copy, either in white or black-bordered form.

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