Thursday, October 15, 2020

Banshee

 Banshee, the creatures that bring insanity to all that hear them, got a simple titled card called Banshee in The Dark. Given the macabre theme of the setting, it only makes sense that this infamous mythical creature from European folklore would appear in the set.

In reality, that description above is more associated with American Pop Culture. In old Irish Folklore, a banshee was a mourning woman who foretold the death of a family member. The idea of them driving people to madness came sometime in United States pop culture in the last hundred years or so.

The result of the card is well, lack luster, and if not for it's outright amazing art, and it's rather potent ability, would be otherwise a an extremely forgettable card. Honestly, when I was much younger, I saw it, and thought "this card sucks" and I honestly don't think I have ever run it in a deck. However, there is always the possibility for this to be good.

Playability: A 0/1 for four mana is a terrible place to start. While it is admittedly in black, a color of short term ramp and protection from terror/banishment. At one toughness however, it isn't going to live long. Even with the lack of pingers in modern old school, it can die to a Holy Light, a Pestilence, and numerous other sources. Because of this, it's shelf life is extremely low, especially at 4 mana. Now for the 'good'. Dealing targeted damage as an activated ability is a great ability, even if it also deals damage to you. Look at Orcish Artillery. The effect "Deal half of x (rounded down) to a single target, and X (rounded up) to you." is risky, but very potent, when built around. The fact the effect isn't restricted to a particular color of mana like many similar effects in black means it can be splashed. This allows it to combo perfectly with white. Two cards in particular exist that work with this, both in white. The first one is the classical Circle of Protection: Black. Each time you activate the ability, just pay an extra one to prevent that damage to you. The other card is the infamous Spirit Link, which would allow to gain a few points of life, as well as negate the damage that was done to you. The ability is still very mana intensive, and would take 6 mana and a second card to just deal 3 damage. However, since direct damage in black is as rare as it is, this isn't actually that bad, still the set up for such a low reward grants it a 2/5.



Art: The best part of the card by a considerable margin, Banshee, like most of Jesper Myrfors art, is amazing in this set. While from a technical standpoint the art is fair, it's the atmosphere that sells the piece. The faceless cloak, the outreached hands, the window in the back. All these things sell the card itself, and make you want to play it. Sure, the card itself might not be good. However the art is amazing. My only issue is, it doesn't depict a woman (as far as we can tell), and the entity looks more like a spectre.  Still, I won't let that detract from the score. 5/5.


Flavor: Since this clearly is depiction a Banshee of the American variety, I will judge the flavor on that. The 0 power can mean the banshee is incorporeal, unable to physically interact with the world around him. I'm not sure why a might stone changes that, but that isn't here nor now. The mechanic also makes sense, since the banshee sits next to you, you will hear it louder than it's supposed target. I guess summoning a banshee could be difficult, but I still don't understand why it costs 4. I think the flavor would be more on point if it could only hit another player. Still, it works. Flavor: 3/5.


10/15: 3/5. An average, mediocre card. The game needs draw back effects like this, that have the potential to be great however. After all, cards like this, that make the mind think and force the imagination are what drove players to buy packs, and keep us playing today.

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