Of course, exiling a card from hand is a real cost in terms of card disadvantage, so lots of decks wont play the powerful Artifact
Now that you have a creature that can naturally have 10,000 power, a cute reference to its attack from the Final Fantasy games, what do you do with it
Modern Hammer Time decks have evolved beyond the use of Cacophony Scamp, but it's a nice way to demonstrate this card's potential
I dunno, seems too situational to me
I can see this finding a home in some lifegain Commander decks, but not much else, and her design is pretty spot-on to her video game counterpart
Building these decks called for us to decide color identity for the chosen game itself, but also the gameplay we desired from them, says Holt, going on to point out that its no mistake all four include White, for both theming and it helped cover the wide range of Heroes we wanted to include in each deck. As mentioned, the deck for 6 is centered on the latter half of that game as such, its essentially all about rebuilding your party by bringing other creatures back from your graveyard