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10 Trip Noose / Type: Artifact / Uncommon
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8 Prision Term / Type: Enchantment - Aura / Uncommon
7 Kulrath Knight / Type: Creature - Elemental Knight / Uncommon
6 Kitchen Finks / Type: Creature - Ouphe / Uncommon
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4 Burn Trail / Type: Sorcery / Common
3 Flame Javelin / Type: Instant / Uncommon
2 Firespout / Type: Sorcery / Uncommon
1 Incremental Blight / Type: Sorcery / Uncommon
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- My comments -
In a drafting environment, players more than often pick off the bombs first with little heed to the possible mana-curve skew. Players who look to pick up cards with threat-removal in my opinion often win the game; I have witnessed (more than once) a player drop an expensive bomb in turn 5 or 6 (with less than half his/her life left), only to have said bomb removed from game with an oblivion ring . . . ouch (!).
Shadowmoor, comparative to other sets, does not provide us with many removal cards. To this end, I will suggest another list of cards which may prove beneficial for players so that they may more effective deal with nasty enchantments or threatening creatures.
Æthertow - you definitely want to use it's conspire ability.
Burn Trail - yet another conspire card.
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Fate Transfer - move those nasty -1/-1 counters to another more deserving creature!
Inquisitor's Snare - prevent damage AND potential to destroy.
Last Breath - removal and life-gain.
Elvish Hexhunter - destroy enchantment.
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Strip Bare - shave off equipment and auras from problematic critters.
Faerie Macabre - empty their graveyard of any potential threats.
Until next time, Happy & Safe Gaming everyone!
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