New Redemption Grab Bag now includes an assortment of 500 cards from five (5) different expansion sets. Available at Cactus website.
I like UW and always want to use it but find it’s not always as good as it seems. Strong offensive banding, protection (via SA or inherently for non-humans) and competition for the artifact slot have taken a toll on this card. It’s still good, but rarely makes to top 50 cards for my T1 decks anymore.
Right now I'm running it in a deck with Tubal-Cain, since he can grab it and (usually) immediately activate it from reserve, which is kinda fun but definitely not an option every time.
Sounds like we need a new High Priest Pharisee who can grab UW from Reserve and immediately activate it (similar to Tubal-Cain)--that seems fun.
It seems to me with all the strong banding this card has only gotten better. Sure, it's not an auto-block 100% of the time, but it limits the opponent's options close to 100% of the time (barring Angels and CBN protection). Consider:A. If the opponent has a negate answer to UW (Word of Christ or something similar), then that's a negate not spent on something in battle. Also, those kinds of good negates will often not remove UW, so it sticks around for the next battle anyway in those cases.B. If all it serves is to be a Woes target before battle, then it's fulfilled its purpose, in my mind. Same goes for a discard target, since that means YWR is likely 'remaining' for my rescue.C. With all the fantastic ECs (things like Damsel, Abaddon, The Great Fish, etc), having essentially an extra Martyr is fantastic for using their abilities more than once. Not to mention it boosts CM and FA (CoW).D. It has use nearly 100% of the time at any point in the game when it's active (barring an Angel-based offense). You can't say the same about something like I am Creator.E. It's essentially a battlewinner that works with anything and doesn't clog your hand. I can't think of too many Artifacts I'd rather have up in place of a block. Even if it doesn't win you the battle now, it may make future battles easier by removing a problem Hero.F. It can make an opponent waste a rescue. If they don't have an answer to UW, I've seen people (myself included) throw out perhaps a weaker Hero with the express purpose of losing that Hero, only to lose the Hero to a strong block instead.Of course, all the pros I've listed come with the cons Gabe mentioned- this is all based on theory of the game now and my past experiences with the card when it was heavily played. Of course if you have access to Magic Charms, you're doing that (though I believe I used both MC and UW in my Isaiah deck around 2011-2012). With angel offenses seemingly in a decline, I would probably put this card somewhere in the realm of UP Gem or Niche, by the way. It's one of the first cards I'd suggest to add if someone has a smaller defense or just doesn't have a lot of newer cards. And with all the outside of battle shenanigans and how valuable cards are that can affect battles while being almost separate from them (think Gates of Hell, YWR, Faith of David, the placer-negates, Ends, etc), it just seems natural to me that UW would creep back into the spotlight again sometime soon.