Hello everyone, welcome
to another Card of the Day brought to you by
Pojo.com! Yesterday we took a walk on the dark side
of things, so I figured we would put things on a
lighter note today with my fourth tech pick of the
week: Sasha, Channeler of Light.Sasha is a massive Level
9 Angel Command with 5,500 Power and an ability
called, "Megalaser Cannon," which states: When this
creature enters the battle zone, choose up to 2
target tapped enemy creatures. Your opponent
shuffles those creatures into his or her deck.
I'm going to dive in to
the nitty-gritty of this card first before I touch
on the good side of things. Sasha is a Level 9... A
LEVEL NINE!!! (All I can think of is that silly clip
of Hitler smacking a table and yelling Nein over and
over and over again; if you haven't seen it, it's
worth the ten seconds of your life). Normally most
people don't want to use such a high level as it is
basically a dead card the entire game. However, it's
ability is what makes it shine (not the fact that
it's a Light Civilization card). By the time you can
play this card the game is either already over or in
the most crucial state where the next push by a
player can seal the game. Seeing as most people will
be attacking late game to go for your shields or
destroy your blockers, you can expect their field to
be tapped, not to mention Light Civ decks tend to
run a lot of cards that tap your opponents
creatures. Sasha will get her effect off when
she's played (unless your opponent plays a card that
untaps all of their creatures at the end phase).
The effect itself avoids
some of the major triggers of creature abilities
that require them to be banished or attacked to
activate their effects. Also the fact that they
leave the field completely regardless of Level or
Power is amazing! If the game goes that far, you may
see them again but may be unlikely, after all, they
were sent back to the future!
5,500 Power isn't
horrible. It gets Sasha over Frogzooka, Mother
Virus, Emperor Neuron, and Hydra Medusa among
others. But for a Level 9, I would expect a little
more power honestly. This card is useful primarily
in a deck based around Light or even mixed with
Nature. An unlikely but amazing combo could be
comboing this with Orion, Radiant Fury; if he dies,
you might get a shot to bring out Sasha and get rid
of their cards that already attacked/blocked prior.
Ideally though, if you run a Light/Nature deck and
you're able to ramp up to 9 mana by turn five or
six, you're set to get Sasha in gear! She can bring
the game in your favor but only with some thought
out planning and strategizing.
Sasha may see some play
in the future but it is a really slow card outside
of Light/Nature decks. Until we get some Angel
Command support, it may be a while before this gets
anywhere near mainstream. Still a very fun and
entertaining card to use and get out against your
opponent!
Ratings:
Constructed: 2.25/5.00
(I really like this card but it's a
slow card until late game. It's either amazing or
the game's already been done a turn or two ago. In a
devoted Light/Nature build I would give this card a
3.75/5.00)
Limited: 3.00/5.00
(Removal in limited is one of the
best things to have built into a creature. If you
can drag the game out long enough to get Sasha out,
she can get quite fierce...Sasha fierce!)
Stop out tomorrow when we
conclude my tech choices for the week with one of
our more resilient creatures who may or may not
spend his free time riding around on the bayou; see
you then!