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There's nothing worthwhile. Best I can think of is playing a shadow warrior and setting up a gargoyle turn 3, Jeweler's Dream turn 4, then minotaur and warrior training on garg during turn 5. But that is quite an elaborate play that doesn't get me anywhere if the other guy plays something simple like supernova or retreat to get at my minotaur. I could've tried the same thing with a behemoth or knight and not risk to take 2 extra damage when minotaur dies, too. What do I gain from protecting minotaurs from burn and effects over protecting other 5 drops? Compared to shadow knight, 1 extra damage per turn at the cost of 1 additional hand card. That 1 extra damage often doesn't even make a difference when I need to use the card to remove an ally that would be killed by an attack for 5 as well. All brutal has going for him currently is 1) hard retaliation, which doesn't apply when i protect him anyway and 2) he counters sandworms - compared to dozens of situations where knights and plasmas shine.
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However much one kind of longs to see the actors in war outdo each other in cunning activity, finesse, and stratagem, still one has to admit that these qualities show themselves but little in history and have rarely been able to emerge from amongst the mass of relations and circumstances.
The reason for this is obvious enough: Strategy knows no other activity than the arrangement of combats with the measures which relate to it. It doesn't know, like ordinary life, actions that consist of mere words, i.e. expressions, declarations, etc. But these, which are inexpensive, are what the crafty one prefers to deceive with.
This sober truth is always felt through and through by the actor in war and therefore he ceases to fancy a game of shrewd agility. Necessity presses so hard into immediate action that there is no room left for it. In a word, the pieces on the strategical chessboard lack the mobility that is the element of stratagem and cunning. - CvC, On War
It is not easy to make Warrior Training work for Shadow. I did try but decided it wasn't worth the effort to protect a BM when he can still be Tidal Waved and Supernovaed.
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That's the exact deck I made. I even had some Valiant Defender too. It's just not worth dedicating so many slots to those cards when you could have more allies or Shrieks or Armor or Bad Santas.
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Still awful, will see absolutely no play 200+ because of how awful he is.
Weren't people screaming nerf and nerf when they first saw this card? What now?
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A1: Evolution in Theory
No one that I know of was saying nerf. BM only has a place in "fun" decks right now or maybe Portal decks, but Portal requires Mages who won't like the 2 damage. (I'd rather Portal a Shadow Knight and retrieve a dead ally, personally.)
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It's decent for a bland beatstick, but Shadow Knight essentially packs utility in the form of card advantage. They're both the same cost so it's a no-brainer.
It depends if you already have Sk in your deck. My deck now has 3 Minotaurs.
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Even if it weren't competitive (although Raphael Majere knows what he is talking about), as the game expands, top level competitive play isn't the only way to evaluate a card. Not all players have all cards, and if the trading system goes into place, that will become even more true. Furthermore, Wolven might still implement the misnamed "draft" style play. If I drew Brutal Minotaur there, I wouldn't be unhappy putting it into my deck--likewise if I could only afford a few boosters and Shadow Knight was off the charts expensive in the free-trade market.
This is a solid card, even if Shadow Knight is better for many decks. Having a better card doesn't mean this card is bad.
Unlike, say, Dirk who is complete crap.
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