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								BMoor  | 
                            
                               Ready & Willing 
								 
								Reviewing effectively three cards per day is 
								pretty taxing, but I haven't blown a Fuse yet-- 
								I'm ready and willing to finish out the week. ;)
								 
								Ready is a great ace in the hole to follow up 
								a fairly aggressive attack. Much like a Fog, you 
								can use it to feint and lure your opponent into 
								a bad attack, or simply to save ourself from a 
								surprisingly intense assault. Indestructibility 
								means it can also save your team from Mizzium 
								Mortars or the like... or as a combo with 
								Supreme Verdict to leave you as the only person 
								at the table with any creatures.  
								Willing, meanwhile, is the perfect 
								accompaniment to an all-out attack step. 
								Lifelink helps cushion the inevitable return 
								blow, and deathtouch will either eliminate your 
								opponents' blockers or buffalo them into letting 
								you through for damage. Either way it's a huge 
								swing in your favor, only made stronger by more 
								attackers. Those W/B Modern tokens decks I 
								mentioned yesterday may not find room for Profit 
								& Loss, but they should be Willing to make room 
								for this.  
								Ready & Willing requires six mana across 
								three colors, but if you can scrounge it up and 
								you have a decent sized army on the board, it's 
								an absolute rout. Your creatures won't die, your 
								opponent's creatures will, and you're gaining a 
								nice chunk of life. It's most ruinous when 
								you're on the defense, since your opponent has 
								already committed to attacking, but if your 
								opponent has enough blockers to assign it can be 
								just as bad on the offense. Especially in 
								Limited, where resolving one essentially says 
								"target player scoops".  
								Ratings: Ready, Willing, Ready & Willing 
								Constructed- 2, 4, 3.5 
								Casual- 2.5, 3.5, 4.5 
								Limited- 3, 4, 4.5 
								Multiplayer- 3, 4, 4.5 
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								David Fanany
								Player since 
								1995   | 
                            
                               Ready and Willing 
								 
								Ready and Willing is easily one of the 
								swingiest of the fuse cards. There will be a lot 
								of times when you play it late game and kill a 
								scourge of dragons with Saprolings, or tempt 
								your opponent into racing and then turn things 
								completely around. This is also one of the fuse 
								cards with the strongest individual components. 
								You'll often be happy to play either half early 
								in the game too - while control decks may adopt 
								Merciless Eviction in response to cards like 
								Voice of Resurgence, you can still use Ready to 
								foil damage spells, and even the thought that 
								you might be holding Willing can make people 
								reluctant to attack with large creatures. 
								 
								Constructed: 4/5 
								Casual: 4/5 
								Limited: 4/5 
								Multiplayer: 4/5 
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					Michael "Maikeruu" Pierno | 
                            
                               Today's card of the day is Ready and Willing 
								which is either a three mana Green and White, 
								three mana White and Black, or the total of both 
								when combined with Fuse. Both options are very 
								powerful and can be devastating when Fused 
								together. Even a few creatures untapped and 
								indestructible or given Deathtouch and Lifelink 
								can grant a major change to the game while both 
								nearly wins it outright. Three mana for either 
								side is affordable and efficient plus the 
								flexibility allows many opportunities beyond the 
								typical combat tricks. Supported by tokens and 
								used as a response to an alpha strike or to 
								initiate one there is little outside of Blue 
								that can be done to mitigate the results. This 
								has the potential to carry Black/White/Green 
								tokens into the top tier of current Constructed 
								decks.  
								In Limited this is unlikely to have the level 
								of token support that other formats can provide, 
								but the heavily creature oriented setting can 
								make it an even more effective endgame play. 
								Splashing Green into Orzhov or Black into 
								Selesnya is absolutely worth it when this is one 
								of your rares, though two White to get Fuse in a 
								Golgari deck is a bit more difficult. The cost 
								is quite manageable and it is an easy first pick 
								in Booster and Sealed that can be played in any 
								of the above guilds even without splashing.  
								Constructed: 4.0 
								Casual: 4.0 
								Limited: 4.0 
								Multiplayer: 4.0 
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