[videojs mp4=”http://mtgprotutor.com/Videos/Daily Boost 225 – Khans of Tarkir.mp4″]
The Best Ones
Watch the video to learn why these are the best.
How do you evaluate Armament Corps? Let’s see.
Development: I am happy to have Armament Corps in my opening hand because I can set up my board with outlast lords and then give two +1/+1 counters and get immediate advantage.
Parity: You can turn the corner with well placed counters from this soldier column.
Winning: The Corps won’t make you lose so no worries here..
Losing: You’ll get a very relevant blocker if all you can do is get a 6/6. That can buy you the time needed to draw and answer.
Armament Corps a great creature. It costs 5 and gives you 6 power on the board. You can make it a 6/6 or a 4/4 and beef up other creatures.
I recommend at least giving one of the +1/+1 counters to Armament Corps because then it will benefit from any outlast lords in play. Then give the other +1/+1 to a creature that doesn’t already have one so it can be boosted too.
What Do You Think?
A rising tide lifts all ships.
Would you make the same first pick I did?
Leave a comment below.
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