I was recently looking through my collection trying to figure out how to make it look neater, when not too far in i came to a standstill (no not the card).
There facing me and grinning politely were the most annoying of white cards ever. I came about two cycles, Holy strength and Pacifism!!!!!!!
Now, in today's game, neither card would be considered an automatic shoe-in for almost any deck, considering there are far better ways to beef creatures, and way far superior ways to deal with your opponents (provided there are any). But nevertheless I resolved to decide which was the overall better of the three in each cycle. I shall begin with Holy Strength.
Cycle One::::
The trinity of +1/+2 cards which found their way into my binder from my conglomeration of other and less pretty cards, were as follows. (keep in mind there are indeed other such cards, and if you think any of them stand out, feel free to mention them)
[card]Holy Strength[/card]
[card]Brilliant Halo[/card]
[card]Favorable Destiny[/card]
Holy Strengh being the cheapest I came to an early conclusion that it would be most profitable to play in a random circumstance considering no mana constraint level is specified. As I pulled out the others I glanced at brilliant halo. My descision just as easily changed once again. Look it costs one more, but when your creature dies. The card advantage would be (most likely) one for one as opposed to two for one. Why not pay extra mana to keep momentum? That's why we still play Rancor. Then came a glance at Favorable Destiny. In any random circumstance, this card may not do so hot. Given, however, the ideal position and benefit for two mana in one card is not a deal to be thrown aside. This card, played in the right deck, can be a Brilliant Halo with less of a chance of playing it more than once.
In conclusion: I believe while holy strength has its speed, and Favorable Destiny has its huge benefits, Brilliant Halo gets my pick.
Cycle Two::::
All of these wonderful cards, while comparatively dissimilar as far as specifics goes, have one target and goal in common: opponent's creatures become paperweights...
[card]Pacifism[/card]
[card]Shackles[/card]
[card]Arrest[/card]
Same as with the other cycle I was quick to think that speed was of large benfit. The mana scale here is tipped up one from the +1/+2 -ers, which makes these card less playable still. Any player would have jumped at the chance to play Pacifism seven or more years ago, but today it bears little fruit. Even at two mana, the lack of usefulness in the card makes it obsolete. On to choice number two. Ever since Stronghold came out, I had been using this card in my WW adventures and found it to be a saviour in many cases. The thing I loved about it was that if at any time, there was another, larger threat to take care of, the shackles were easily moveable (as if they were some sort of equipment). Plus, as with card advantage stated in the earlier blurb, if at any time your opponent wishes to get rid of the poor withered creature, you get a chance to keep your hard earned spell. Arrest came out and i flipped at its sight as if i wasnt sure it was real. Its ability to 'humilitize' a creature was far superior to shackles's no-untap ability. Specifically I found this to be very useful against Quirion Ranger, to name just one foe that was able to slip out of the shackles. But when it came time for that creature to die, you only have three arrests left to use.
In conclusion here: Through my many years, I've found Shackles to be worth its extra one for the plethora of opportunities it serves.
Now it's your turn. Please give me some feedback as to what you guys and gals think about these cards. (even if the feedback is from some angry mod telling me to shut up because I'm making no sense at all

)
Peace
