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Pojo's The Spoils Card of the Day  

Mercenary's Creed


Card Ratings
Limited: 3.17
Constructed: 3.50

Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.

Date Reviewed - 05.10.0


Today we look at the uncommon Rogue item Mercenary’s Creed.


He works for the Mau…right?


For a cot of 3 with 2 threshold, this item promises to make your match an interesting one.  Mercenary’s Creed has already been the center of many rules lawyers’ discussions, even on The Spoils forums.  With its abilities, it’s understandable.


Ability #1: “Bribe”- This allows any player to pay 3 and take control of the character Merc Creed is attached to.


Ability #2: “Blackmail”- This ability is only available to the person who owns the card Mercenary’s Creed.  It allows that player to pay only 2 to take control of the character Merc Creed is attached to.


Let the resource war begin!


The main rule to remember with Merc Creed is that if a character changes control during battle, the character is removed from battle.  So once you have control, and have had control since the start of your turn, you can attack with the attached character.  But as soon as one of the abilities is used, the character is removed from battle.  So while stealing your opponent’s characters is lots of fun, if/when they can afford it, a payment of 2 or 3 will keep that character from ever doing damage.


In limited, exerting some kind of control over an opponent’s character can disrupt his game substantially.  In constructed, it’s a staple in the Hulking Vigilante deck and weaker version of the many Rogue theft like cards.


Limited: 4/5

Constructed: 4/5

Rob Notwicz Mercenary's Creed initially seems like an expensive and overly complicated take on the Rouge "take control" theme, but after using it I've found it to be quite versatile.  The subtle resource competition (which can actually be more irritating for an opponent than you might think) is just the tip of the iceberg, the real power of this card comes from the fact that if it leaves play or is moved, control of the character it was on does not switch.  If your opponent tries to kill the Creed, you can take control in response and then you've got their character with no strings attached.  Even better, cards like Rapine and Yoink allow for two-for-one stealing when combined with the Creed.

It's not an amazing card, but with the right back-up it can help deal with the characters that fall through the cracks of Rouge stealing and removal.  Of course, this means that in limited it's effectiveness drops to simply out-spending your opponent regularly, which can usually be a waste of time.

Limited: 2.5
Constructed: 3.5
Ian Spiegel Mercernaries Creed

Not my favorite new card. Its a three cost gear that allows you to pay two to take control of the attahced character. It also allows your opponent to pay three to take control of the same character.

In my experience, this card can be amazing. However, it requires you to be one step ahead of the opponent the whole game, in both resources and turns because you have to plan out your cards and turns very carefully. Now, good players will have some degree of success with this, as a good player is already planning out their turns in advance. But it seems to me that something could just go wrong in the calculations involving this card, and that it could backfire very easily.

Plus, I don't like relying on my opponent's cards to help me win games. I like my cards to help me win games.

In construted, I firmly believe that a large number of players will like this card enough to try it in their competitive decks, although I personally believe it to be limited to the casual environment. In limited, it seems super unstable due to the crazy amount of resources that may see play. However, when used correctly it could most definetly be a powerful bomb.

Constructed: 3
Limited: 3

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