In his spare time when he's not playing Magic, writing about Magic or doing his day job, he runs a YouTube channel or two, keeps up a College Football Computer Poll, and is attempting to gif every scene of the Star Wars prequels
Because of this, creature combat happens a lot more often
Being able to remove counters is a fine fallback against the creatures this can't kill, but you won't use that mode very often
I've also focused on cheap protection for Cloud like Loran's Escape, and something that nobody really talks about is Green's "draw cards equal to power" which is bananas here like Hunter's Insight which is easily a 3 mana draw 7+, I find it kinda silly that all the precon guides are focusing on more expensive and less efficient draw options like Sram, Senior Edificer or even Sword of Fire and Ice when you can just out-value all of that with cards that are less than a dollar
By James Chillcott (@MTGCritic) So far, Magic Origins looks like a triumphant finale for the long-running summer core set of Magic: The Gathering