3/3
"B: Any creature damaged by Bone Shaman this turn cannot regenerate until end of turn."
A brief rundown of the card:
Sick and tired of trying to get rid of such regenerating irritants as Uthden Troll and Drudge Skeletons? Bone Shaman might be your man. Bone Shaman is kinda like a beefy Whippoorwill. Regeneraters can be a huge problem against most creature based decks. Unless you have tramplers, one stinking Will O' The Wisp can hold off almost every creature in the game. Bone Shaman isn't a waste at 3/3 for 2RR--not too bad. Here are a few ways to help your Bone Shaman dispose of regenerating nasties:
If your Bone Shaman can't get into combat with a regenerater, Fire Whip can allow your giant to deal damage to a creature outside of combat. If one point of damage is not enough to fell the regenerater, add some cheap direct damage to your deck also. Remember...even if the giant's damage is not enough to kill a creature by itself, it still can't regenerate that turn. This is often all you'll need.
If you don't like how blocking is announced by your opponent, override their decision on how to block with Melee. This nifty card allows you to decide how your opponent's creatures will block yours for a turn. "No, I don't think the skeletons will block my Scaled Wurm--they'll block the Bone Shaman. The Scaled Wurm will be blocked by your Marsh Viper instead." HAHAHA. I love Melee. It's won me lots of games.
Both of these cards allow your creatures to deal damage to an opponent's creatures without having to risk combat. With some careful timing, either of these cards should allow you to dispose of regeneraters with your Bone Shaman fairly easily.
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