Master's Councillors
This creature gets +2/+0 for each with seven or more cards in it.
Whenever you draw your second card each turn, target player three cards. (They put the top three cards of their library into their graveyard.)
Grade B Grade from the win rate
Win rate when drawn 58.1% +1.9 vs average 28,347 games
Win rates and picks
- 55.9% 46,353 games
- Average pick ()
- 5.3
By deck
- Draw Two 59.6% 18,855 games
- Removal Control 54.6% 3,319 games
- Elf Landfall 52.8% 2,299 games
- Burn and Draw 57.4% 1,329 games
Win rates from , 323,114 games. This card is compared with the set average (56.2%).
Reviews
Master's Councillors starts out as a halfway decent defensive option and eventually turns into a pretty good threat in its own right. cards have an inherent issue that if you're not milling out your opponent entirely, then you might end up helping your opponent, but this card at least becomes a 3/3 or a 5/3 once you've triggered it enough times, so you can play this in plenty of blue decks, especially if you have to trigger it.
Unfortunately for blue, its uncommons are honestly pretty lackluster, with only two exceptions (Master's Councillors and Bilbo, Luckwearer, the latter of which is a mythic uncommon).
There's a little bit of incidental in The Hobbit(mostly just Master's Councillors), so consider a 2nd basic if your is more than just one card (i.e. 7/7/2/1 mana base).
Master's Councillors is another card that looks like a lot of fun. It's a great design - a two-mana creature that blocks well in the early game and becomes a real threat later. One thing you might not notice immediately is that this can be a 5/3 with , because it counts each . It's good to share the ability around so that you can get that extra power.
How to draft it
Roles in each deck
Draw Two Rewards the plan
A target player three whenever you draw your second card each turn, and this deck does that most turns. Once graveyards fill up it attacks for 3 or 5 instead of 1, since it gets +2/+0 for each with seven or more cards.
How to play it
Learn the Draw Two deckPoint the at the opponent. Their reaches seven sooner, and a deck that draws as much as yours can run out of cards in a long game if it mills itself. discards fill your own graveyard anyway. Its 3 toughness holds off most early attackers.
Removal Control Rewards the plan
Here it's mostly a 1/3 with for 2 that blocks 2-power attackers without dying. The and the +2/+0 need several turns of second draws, so take it after the and the better .
How to play it
Learn the Removal Control deckPoint the at the opponent, since both graveyards count toward its +2/+0 and their milled cards don't help them. Mill yourself only when you're hoping to put a Plunder the Trollshaws in your to back.
Burn and Draw Early play
This 1/3 with blocks from turn 2 on. Later it gets +2/+0 for each (yours and theirs) with seven or more cards, and its trigger on your second draw each turn fills them.
How to play it
Learn the Burn and Draw deckYou choose the target of each . Mill yourself first to stock cards and seven sooner, then turn it on the opponent once both graveyards are near seven. In a long game, stop milling yourself before your library runs low.