Red Biggie

  • Thread starter Shiro, Time Devourer
  • Start date
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Shiro, Time Devourer

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Shotgun Flames

*SF* deals 5 damage to each opponent and each creature you don't control. That damage can't be prevented.

Take The Offensive

*TTO* can't be countered
Creatures you control get +10/+0 and haste until end of turn. At end of turn, sacrifice all creatures that attacked this turn.

Calamity

Creatures can't block this turn.
Until end of turn, whenever a creature you control deals combat damage to a player, you may have it deal damage equal to its power to target creature that player controls.

Which is the better one for playability, originality, and/or the 6RR cost?
 
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