Optimisation: To Cure or to Scout
In my white heroic/weenie deck, there is one uncommon slot for reanimation. The small creatures will die sometimes, despite the suite of protection. Reanimating them seems like a good plan to suddenly increase your board presence.
Bloomburrow had Dewdrop Cure, which works very nicely with the small creatures of the deck. Edge of Eternities however has a new contender in Scout for Survivors. Will the Scout replace the Cure? Lets compare and contrast,
Max rate:
- Cure gets a maximum worth of 4 mana value.
- Scout gets a maximum worth of 3 mana value.
Versatility:
- Cure can do two one drop, a one and a two drop, or two two drops.
- Scout can do three one drops, a one an a two drop, or one three drop.
Bonus:
- Cure can get a third creature at the cost of gifting a card.
- Scout buffs every reanimated creature with a +1/+1 counter.
Scout for Survivors's bonus and versatility are better, while Cure's max rate is better. The max rate can be offset by Scout's +1/+1 counters, especially when getting back three one drops. The versatility of Scout means occasionally getting back a three drop instead, like Auramancer to get an additional enchantment, or Wingsteed Rider or Ardenvale Tactician to make a big flier.
Once Edge of Eternities is released, Dewdrop Cure is out, despite the adorable mouse in the art. This change might mean replacing the single four drop (Veteran Guardmouse) and a land with two one drops.