Thursday, March 3, 2016

The Eternal Ski Jump

A peculiar interaction occurred to me, engendered by the unique qualities of Assault Suit as discussed last week. We've all seen creatures with activated abilities that last until end of turn, and we've all seen activated abilities that can be activated only once per turn. The humble Goblin Ski Patrol, however, is rather unique on a couple accounts.


As its oracle wording can attest, when you activate the Ski Patrol's ability, it gets +2/+0 and flying... forever. Not until the end of the turn, not until your next turn, until the goddamn sun goes out. Much like the permanent Riding the Dilu Horse, nothing short of leaving play undoes the bonus: because of course, why should it matter? You're sacrificing the Goblin at the end of the turn anyway. And just to ensure you don't try to double up by pumping four (or more) mana into him, you can only activate the ability once. But again, real estate for card text is precious, so there's no point making the addendum that this can only happen once per turn - you can only activate the ability once per game, period. Overall, the card gets the desired effect: he can go off a ski jump for one glorious attack before getting crushed to death by impact.


...unless he has the proper safety gear, that is. As you'll recall from the last article, if you activate the Goblin Ski Patrol and he has an Assault Suit equipped, he's not going anywhere at the end of the turn. At this point you can proceed to do whatever other tricks your want with the Suit, because for the rest of eternity you have a 3/1 flying Goblin, perpetually caught in the most radical ski jump ever. There's no card, counter or other marker to denote that he has the boost: ya just gotta remember. How often do you see that in the game, hmm?

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