Plasmancer Our final card outside of the Top Five proper is this four-drop 3/3 flyer that is on curve
Playing a shock land on turn two and paying the life cost, then passing the turn, is a great way to make your opponent think you are holding counter spells, removal, or a card with the flash ability
It could leave the battlefield, leave your control, or stop being one of those creature types
Finally, self-mill decks love these effects as ramp sources and ways to utilize more of the milled cards
Flying, trample Hydroid Krasis enters the battlefield with X +1/+1 counters on it
If you're a new player trying to evaluate your first cards or a seasoned collector looking for a refresher, you've come to the right place