Gundabad Opportunist
When this creature enters, the top card of your library. Until the end of your next turn, you may play that card.
Grade C+ Grade from the win rate
Win rate when drawn 56.3% +0.1 vs average 37,178 games
Win rates and picks
- 57.0% 75,776 games
- Average pick ()
- 8.3
By deck
- Goblin Army 57.0% 25,553 games
- Dwarves & Equipment 55.7% 8,692 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
There's nothing much wrong with a decently sized that impulse draws you a card on entering. I played a fair few Crimson Operatives back in Marvel Super Heroes, and I imagine I'll play a few Gundabad Opportunists in this format as well.
Red's best commons (Pinecone Strike, Dori, Bearer of Friends, Gundabad Opportunist) and uncommons (Bothersome Noisemaker, Burn, Burn, Tree and Fern, Gandalf, Spark Starter, Misty Mountains Raider) fit into every single deck.
How to draft it
Roles in each deck
Goblin Army Gets you extra cards
You get a 4/2 Goblin and a card for 4 mana, because as it enters you your top card and may play it until the end of your next turn. Its 4 power turns on .
How to play it
Learn the Goblin Army deckCast it before your land drop, so an land can be the land you play. With 2 toughness it trades with , so attack with it rather than keep it home.
Burn and Draw Threat
This 4/2 Goblin exiles the top card of your library as it enters, and you may play that card until the end of your next turn, so the body comes with a card attached.
How to play it
Learn the Burn and Draw deckCast it in your first main phase, before your land drop. An land can be your land for the turn, and a spell you can't afford yet stays yours through your whole next turn.
Beasts and Burn Gets you extra cards
Gundabad Opportunist brings 4 power for , and the card it exiles when it enters is yours to play until the end of your next turn, so it usually replaces itself.
How to play it
Learn the Beasts and Burn deckHold your land drop until it has entered. If it exiles a land, play that one and keep the land in your hand. A spell you can't afford yet decides next turn's mana.