Gust of Wind could be a really useful card, as it let you switch your opponents active creature with one of their benched ones
The cards dark, swirling composition set a new standard for SR alternate arts
That's a lot of utility in an adorable pink package which is strong enough to command a deck
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Its an interesting mechanic but is far from being evergreen because the rules implications that come with it are somewhat complicated
1) Battlecruiser / precon-ish pods Engines: 4 to 6 (slower, value-focused) Burst: 4 to 6 (midgame refills) Looting: 0 to 2 (only if relevant) 2) Mid-power pods Engines: 3 to 5 Burst: 5 to 7 Looting: 1 to 4 3) High-power (not necessarily cEDH) Engines: 2 to 4 (cheap, immediate impact) Burst: 6 to 8 (efficient, lower curve) Looting: 0 to 3 (mostly for combo digging or graveyard plans) Common mistakes (so you can avoid them and feel superior quietly) Counting cantrips as real draw