Back in May, I posted about a Challenge format that I was preparing to run, based off of an old Noah Weil article on starcitygames.com about a “BOO Draft.” A BOO Draft, otherwise known as a “Build Our Own” Draft, is a format where you get 8 creative people together and have them create 45 Magic cards (or three packs’ worth) each, and then do a booster draft with the results. We had set up the first BOO Draft in May, ran the draft over the summer, and found the format to be immensely fun.
And soon, it will be time to do it all again. It will soon be time for… The BOO Draft II: The Obligatory Sequel!
With The BOO Draft II: The Obligatory Sequel, I set out to fix some of the issues that we’d found when doing the original draft. With the first draft, I just let everyone create whatever cards they felt like, and the end result was a big mishmash of cards. Some of which played well together, and some did not. I did edit some things, but most of the wacky ideas I left alone (mostly because I found it interesting to see what people came up with, and because I wanted to see if anything would work together at all).
Creature types were a problem. There were very disjointed tribal creature types and Lords that were supported in our draft (ie. a few Squirrel cards, a couple of Merfolk cards here and there, etc.) with only one tribe — Zombies — being a staple in everyone’s sets. I felt the tribal aspect of our BOO Draft could have been better managed as well, with a simple fix being either to limit the number of tribes used, or better yet, to have added creatures with the Changeling ability to our draft.
This was what I had written about the mismatched, patchwork tribes of our first BOO set:
“…we should have streamlined the tribes that we did have. Had we sat down from day one and said, “These are the tribes for each color that we want to support in our BOO Draft,” we may have been able to make tribal archetypes work. Between all of us, we have waaaaay too many supported tribes currently; we could have pared this down (likely to two tribes per color), and made this work.
White: Could have had Birds and Soldiers
Black: Could have had Zombies, and Ghouls
Green: Could have had Squirrels (token-based) and Wildlings
Red: Could have had Barbarians and Goblins
Blue: Could have had Merfolk and Wizards
By keeping the tribes smaller and more focused like that, we would have increased the number of possible draft archetypes and made tribal aggro decks matter. If and when we set up the BOO Draft 2: The Obligatory Sequel, this is something I plan to set up right from the start.”
So, creature types that mattered was definitely something that I was going to keep my eye on. There were a couple of other guidelines that I made clear to everyone going in to our second BOO experience.
First, I wanted everyone participating to know that although this was an event just for fun, I’d be giving out a prize to our favorite set (and some of the sets that people were coming up with were really good, flavor- and card-wise.) Secondly, I was trying to establish some guidelines for people; I knew going into this event that deep down, if you let people create Magic cards, most people would put together the most broken collection of bombs possible; this was not what I wanted for this draft. At the end of the day, I wanted this to feel like a playable, draftable format, with actual cards that felt like Limited cards.
As such, going in, I knew that we’d need a few things to make this work. We’d need creatures, obviously, since that’s how you win 90% of all Limited games. We’d need removal spells to take out said creatures, and ways to deal with artifacts and enchantments as well. We would likely need a little bit of flexible graveyard removal, since I figured that someone would come up with something broken related to the graveyard that we’d have to be able to remove. We would need combat tricks, lifegain and damage prevention, equipment and Auras to make creatures better. And even though I warned everyone against making too many, we’d need a decent selection of Limited bombs; ie. creatures or spells packed with power that would dominate play until they are removed.
Creating 45 unique cards and having them work for Limited play is challenging, especially knowing that they have to (somewhat) integrate with the other players’ cards somehow. When I had put together my set of cards for the first BOO Draft, this was the checklist of things that I was trying to build into my mini-set:
-Creatures, of course, of various sizes and a good mix of abilities (flying or evasion being key abilities, and from there, trample, first strike, haste, and reach are all needed for good Limited games)
-A cycle of Charms, with multiple good abilities for you to choose from (ie. Azorius Charm)
-A cycle of split cards
-Pump spells (ie. Giant Growth)
-A Control Magic spell
-One or two counterspells, or Deflection effects
-A Mind Rot effect
-An unconditional kill spell (ie. Murder) and some conditional ones
-A mana ramping spell or creature
-At least one Wrath of God effect, and possibly a Pyroclasm variant
-An Overrun effect, or another way to break through a creature stall (ie. Lure)
-Some cards that you could mill your opponent to death with
-Some form of lifegain that doesn’t suck
-A planeswalker that isn’t completely overpowered in Limited
-Ways to hose the graveyard that are also useful (ie. Withered Wretch), just in case someone prints something broken
Did this sound like a tall order for each of us to fit into a mini-set of 45 cards? You better believe it.
The final thing that I stressed going into our draft was that I would be the final judge of these cards, and I’d be making all final edits to them. Many years ago, when WotC set up their first Great Designer Search that would eventually get Alexis Janson hired, I was a contestant in and part of that event for the first several rounds. Eventually, WotC found out that I was Canadian, and that ended up removing me from the running a few rounds in (the contest was for Americans only, which was unfortunate.) Why do I bring this up? Simple, I’ve had experience creating cards and editing them, and I can generally tell when a card is very powerful, even before playing it. This experience would serve me well when judging and editing each player’s cards.
With our second BOO Draft, the final thing that we set up this time was an overall theme. For this draft, we’d be basing our BOO sets on video games, which would give this draft an interesting and unique flavor. There were a number of games that I could easily see being turned into excellent cards, and I was looking forward to how this turned out.
But enough babble! Today’s article is going to go over the cards that I have created for this second BOO draft, the 45 that were nearest and dearest to my heart. So, what did I end up with?
My set: Mega Man 1
As I alluded to in my very first BOO article back in May (here), I initially had created 45 cards based on the super old-school NES game Mega Man 1 when creating my first BOO set. My girlfriend Angela had loved the Mega Man cards, so I knew they’d be seeing print at some point. And now, in the BOO Draft II, would be that point.
Mega Man 1 was a game for the basic Nintendo waaaaaay back in the day, and was known for several things. It introduced Mega Man, a scrappy robot protagonist who would go on to thwart Dr. Wily’s many attempts at world domination, as well as the Mega Man series style of platforming. What was groundbreaking in Mega Man 1 was the ability to steal the powers of each boss robot that you defeated; this was a revolutionary concept back then, and made the game very fun. The game was known for its extreme difficulty factor, which was toned down by Mega Man 2, though never completely eliminated.
Much of the art for my set of 45 cards is taken from the PSP art for Mega Man: Powered Up, a reboot of Mega Man 1, because I liked the chibi art style.
For this set of 45 cards, I tried to keep things much simpler than my first set. This was my breakdown of how the colors worked out:
7 White cards
7 Blue cards
7 Black cards
7 Red cards
7 Green cards
The cards have changed since I first created them back in May, to these current versions. The overall themes behind my set remain the same, however; Retrace is still a big mechanic, and each of the Robot Masters’ powers still gets its own card.
Without any further ado, here is the first half of my set, the white, blue and black cards:
We begin our look at the Mega Man set today with one of the most annoying little enemies in Mega Man 1, the Blader. I wanted a small, common flying creature for my 45 cards, and as an irritating little jerk that buzz-bombs you in the Mega Man 1 game, Blader fit the bill.
As a card, this is actually an exceptional card for a Limited white aggressive deck, letting you pump out lots of little flying creatures to swarm your opponents with, using only one card and extra lands. Evasion creatures win games in Limited, so this irritating little card should be extremely good.
I see this as a strong early pick. It’s not a Limited bomb by any stretch of the imagination, and you wouldn’t draft this over a bomb, but any card that can singlehandedly make an army for you is a very, very strong card.
(I think it worth noting that the token art is that of the original 8-bit Blader from Mega Man 1. I tried to get classic touches like this into the set wherever I could.)
Cut Man here is the first of the 6 original Robot Masters that were the 6 main bosses of Mega Man 1, each with their own unique powers and fighting style. I tried to give each robot their own unique and cool activated ability that works with what that boss did in the game (ie. Guts Man threw rocks at you, so his card can throw land, Ice Man could freeze things, so his card does the same, etc.) I even managed to work in some Disenchant effects on Cut Man and Bomb Man, which are always useful for Limited games. Guts Man is the biggest creature stats-wise because he was the largest robot for the first few games.
As the sole white member of the Robot Masters, Cut Man’s abilities are mainly defensive, letting him remove attacking creatures or enchantments from the game. Exiling attacking creatures, combined with his vigilance ability, should make him a strong creature on both offense and defense (since you can attack with him, and he will still be untapped afterwards so he can exile an attacker). Since exiling a creature repeatedly is such a strong ability, I had to make the activation cost pretty high. Cut Man is still very good, though.
Worth noting as well is his versatility. He gives you many options in one creature; he’s either removal, or a Disenchant effect for enchantments if you need it.
I see Cut Man as a strong pick mid-pack. He’s a very solid three-drop, and his versatility makes him very useful.
For each of the 8 Robot Masters, I turned their powers into a spell for my set, and this is the first one. Doing so was useful, as it gave me some interesting spells to work with, and again, some Disenchant effects and land destruction (from Cut Man and Bomb Man, respectively). Retrace was added to these cards as a way to represent how you can use the weapons in Mega Man multiple times, but it requires an expenditure of energy each time to do so (ie. pitching a land.)
Like Cut Man, Rolling Cutter here is a versatile removal spell. It can either exile attacking creatures or enchantments, and is repeatable thanks to having retrace, making it quite strong.
I see Rolling Cutter being at its best in a W/x control build, where you want to win with flying creatures and may play more lands than average. As such, a removal spell that you can keep using over and over to wreck attackers is quite strong. I foresee this being a mid- to high pick, and a solid one.
Two of the main supporting cast of good guys in the Mega Man series are Roll and Dr. Light, and so their cards were created just as ways to boost your team, since that’s basically all they do in the game (Dr. Light makes weapons for Mega Man and fixes him up, and Roll, well, she doesn’t do much of anything beyond cleaning up the lab). Hence, Dr. Light’s card here boosts your Constructs (representing how he builds weapons for Mega Man), and he puts artifacts back in your hand (to represent how he fixes Mega Man).
…And yes, he boosts Machine creatures as well. This was to make Joel’s series of Machine creatures (his trucks and cars) from the BOO Draft 1 better, if we ever draft the two sets together.
Dr. Light is an interesting card. Back in the BOO Draft 1, I mentioned often my love for Horned Turtle cards in Limited, since they gum up the ground with their large toughness early on, letting you attack for the win in the air with flying creatures. With his mammoth 4 toughness for only three mana, Dr. Light definitely qualifies as a Horned Turtle; his Argivian Archaeologist-like ability to recur your artifacts will make him very good in a longer game. especially since he can recur pretty much every creature in my set.
His Crusade ability for Constructs and Machines will likely be very hit or miss, and that is something I was well aware of. On the one hand, if a player winds up drafting either Swarm of Bladers, Gang of Hard Hats (see below), or heaven forbid, Dr. Wily (again, see below), these are ways to make multiple tokens that benefit from Dr. Light’s pump ability, so it would be very good. On the other hand, I only really have about 12 or so cards that make Constructs in this set, so it may not be useful at all; we shall see.
If there is any sort of white control deck to be drafted, I can see Dr. Light being a strong part of that deck. Again, if nothing else, he’s a Horned Turtle, able to block ground creatures while your flying creatures swoop in for the kill. I foresee him being a strong pick partway through the draft, and his value goes up the more artifacts you have to go with him.
This is possibly one of my favorite cards in my set. Here we have the original art for Mega Man, or as he’s been christened, “Bad Box Art Mega Man,” because this is a hilarious interpretation of the Blue Bomber who really looks nothing like him. Rock Man has done cameos in various Capcom games over the years, as they celebrate his awfulness (most recently as a playable character in Street Fighter X Tekken).
Here, I’ve reinterpreted Rock Man as a damage preventer a la Samite Healer, rather than an attack-style card (because he’s so bad at what he does, and is the complete opposite of Mega Man, so he heals rather than doing damage).
All joking about how terrible a character Rock Man is aside, I feel that this card is very solid. It’s not a high pick, but it will be a fine role-player in any white deck, much like any of the various Samite Healer variations have been over the years.
Like I said with Dr. Light, Roll is one of Mega Man’s supporting characters (and in Mega Man: Powered Up, she is a playable character, with her weapon of choice being a trusty broom that she whacks the enemies with). Her main job is healing Mega Man and apparently keeping the lab clean, hence her card is the ultimate support card, letting her either regenerate your team, or herself (making her a fantastic blocker, and a great way to let your creatures dodge removal spells).
Just as I said with Dr. Light, if there’s a W/x control style deck to be drafted, Roll will be very good in it… her high toughness, coupled with regeneration and team-regeneration, makes her the perfect blocker to stop any ground creatures with while you kill them with flying creatures. I see this card being a mid- to late pick, but a solid one, especially if someone is drafting the aforementioned W/x control.
Our final white card is a very interesting one. In Mega Man 1, the Yashichi is a one-of-a-kind powerup, found in Dr. Wily’s castle near the very end of the game, that refills your health and all weapons completely. This makes it the ultimate powerup, and the reason why there’s only one in the game.
As such, I made this card to reflect that; it gains you life (to represent refilling Mega Man’s life bar) and returns land from your graveyard to your hand (so that you can use the retrace cards many more times, ie. reusing the Robot Masters’ weapons). It also draws a card, so that even if you don’t have any lands in your graveyard, it’s never a dead card.
This is a tricky card to evaluate. If you draft any amount of my retrace cards, the value of this card clearly goes up, making it a higher pick than a lifegain spell would be normally. If you are drafting the W/x control build that I keep mentioning, this could be an excellent card to draft, since 7 life is a lot of life to gain in Limited, letting you stay ahead on life while winning in the air with fliers. I would guess it’s a middle-of-the-pack pick, and its value will go up the more retrace cards you have.
(The original version of this card also had retrace, which I quickly determined would get disgusting awfully quickly. Play it, recur some lands, and retrace it with the lands you just recurred. Rinse and repeat, and gain a ton of life in a way that is very hard to stop. Hence, I had to remove retrace, for obvious reasons and make this a one-shot effect.)
Copy Robot is an interesting Clone/Sakashima the Impostor mashup, and I like the way it turned out. In Mega Man 1, the Copy Robot is a boss that you fight partway through Dr. Wily’s castle, and is a copy of Mega Man himself. Hence, this guy copies a creature just like Clone.
As with any Clone effect, this will be an excellent Limited card and a high pick. Use him to copy either your best creature, or your opponent’s bomb. With changeling, this guy will even be excellent should the other drafters have tribal Lords in their sets to go with him. Not much really to be said here; Clone is a solid, powerful Limited card, and so will this be.
Our second Robot Master is Ice Man, and here we have our requisite tapper (ie. Master Decoy) of the set. Ice Man is much more potent than a normal tapper, however, since whatever he taps stays tapped for a turn (he puts them ‘on ice,’ if you will).
Ice Man is an excellent defensive card, and though I really wanted to have him cost two mana, I knew that that would be a bit much, so he costs three. His three toughness should make him be a great early defender, and combined with his ability to lock down creatures, this should be a fantastic card.
I foresee this being a strong middle-of-the-pack pick. Any tapper is automatically strong in Limited, and when combined with a mini-Frost Breath, you get a very solid card. Ice Man will wreck some players when we get to draft this set, mark my words.
Our second Robot Master’s weapon, this is actually my pick for the strongest of them all. This is Frost Breath with retrace; a tremendous effect that will bring to mind the Limited game-wrecker Sleep if used multiple times in one game.
I see this being a potent way to end games. Cast it at end of turn, tapping two creatures, and then again on your turn, tapping another two creatures and likely clearing the way for your alpha strike. This is a powerful, disastrous effect to be on the receiving end of, and retrace makes this especially good. I foresee this being a great mid- to high pick, and an excellent Limited trick. Of all of my cards, this is the one I’m most worried about.
I am of two minds when it comes to this slot in my set of 45 cards. Jump! is a nice, simple combat trick (a pseudo-reprint of the old-school card Leap). It’s simple, effective in Limited, but ultimately, kind of boring.
This is the other card I was looking at for this slot:
Choose Your Path Wisely was the result of me attempting to do a couple of things simultaneously. I wanted a card that combined several of the modes from Cryptic Command (which I have here: card drawing, a counterspell, or a bounce spell), but one where you could only choose one of the options, rather than two. Being able to choose only one option would make this still very strong, but nowhere near as strong as Cryptic Command was.
I have a number of issues with Choose Your Path Wisely, mainly power level, and this is why I am torn on which card to include in this slot. Jump! is the obvious, much safer card to include. However, I wanted a bounce spell, a counterspell, and card drawing in my set, and Choose Your Path Wisely combines all of these in one package quite nicely. (Plus it has the character select screen from Mega Man 1, which I think is awesome.)
One of the issues with our last BOO set was that everyone had a ton of card drawing spells in their set, leading to blue being overwhelmingly good in the lategame, so I’m honestly not sure I want to include a card drawing spell here.
We shall see which one I end up including; I’m still on the fence, honestly.
Here we have the titular protagonist of the Mega Man series, Mega Man himself. Mega Man was not an easy character to get right in card form, but I feel like I got it right here.
In the Mega Man game series, if you defeat one of the Robot Masters, Mega Man (or Proto Man) will gain that boss’s powers; both Mega Man’s card and Proto Man’s card mimic this by gaining all activated abilities of dead creatures. Once I had Mega Man’s abilities worded (with help from Quicksilver Elemental and Necrotic Ooze), I knew that each of the Robot Masters (the 8 bosses from the game) would have to have activated abilities that Mega Man could copy.
As a Magic card, this should be a strong Limited card (and only gets stronger as the other drafters include more and more creatures with strong activated abilities in their sets). As a 3/4 for four mana in a color that doesn’t normally get creatures that big, Mega Man is very, very solid, so I can see him being a very good mid- to high pick for any blue drafter.
When putting this set together, I decided that I should include the two Robot Masters that were created solely for Mega Man: Powered Up (they were not a part of the original Mega Man 1, but the remake included them because Mega Man games always had 8 bosses from that point on. Hence, I felt I had to include those two new bosses here.) These two Robot Masters are Time Man, above, and Oil Man (see below).
Time Man was not easy to get right. Originally, his ability was what eventually became Ice Man’s ability (the mini-Frost Breath ability); I felt, however, that that ability had a better home on an ice-themed boss. This left me with a difficult dilemma: what ability should Time Man have, then?
After some thought, I ended up going with a Time Warp ability (and one that does not allow Time Man to untap, meaning you can’t use him by himself to go infinite). Any ability that grants extra turns is potentially deadly in Limited, giving you an extra untap step, draw step, and most importantly, an extra attack step; Time Man should be extremely strong, granting you an extra turn every two turns. To make up for this strength, Time Man has a very fragile body, being a mere 0/3.
I like what Time Man ended up as, and I feel like he is a great example of how a card can possibly be just the right balance of strong and fragile at the same time. If he lives, he’s amazing; he’s so tiny, though, that I can’t see him living through many things.
Time Man is not a first pick, but is instead a strong middle pick, I think. This is not a card that every deck would want either; since he’s so fragile (with no attack power), aggressive decks wouldn’t really want to play him. It will take a lot of thought to find the right home for Time Man, but I feel that he’s got a lot of potential should someone do so.
Our final blue card is Time Man’s ability, but in spell form. This card came together for me as soon as I’d decided to make Time Man’s ability that of extra turns; this is a version of Savor the Moment with retrace, and as such, everything I said about extra turns applies here too. The lack of an untap step is what will balance this card, just as it did with Savor the Moment (which saw little to no play ever when it came out). The retrace ability will make this card slightly stronger, but still, the lack of untapping will balance this out.
I’ll be honest, this is a low pick for me, and I’ll normally pick extra turn effects (like Time Warp or Walk the Aeons) very highly. If, however, the other drafters include a lot of creatures with vigilance in their sets, this card will rise in value, since that’s one way to get around skipping your untap step.
It’s a very flavorful, on-theme card, but not one that will be very good, I think.
Finally, we see here the boss of Mega Man 1 (and the boss of every one of the classic Mega Man games), Dr. Wily. Much like Dr. Light, Wily is a tinkerer, a master artificer and a man who likes to create robots. Unlike Dr. Light, Wily has gone bad, and now wants to take over the world. Wily’s card represents his hard-to-kill nature with the Uncle Istvan damage prevention ability, and he can create a horde of Hard Hats for himself, while pumping all Construct and/or Minion creatures (including said Hard Hats).
Dr. Wily is extremely powerful, and reminiscent of Bloodline Keeper, one of the strongest Limited bombs you could open in Innistrad. Essentially, he taps to put a 3/3 into play every turn, and the Uncle Istvan ability makes him the perfect blocker, letting him live through any creature’s attack. His double-Crusade ability will definitely be relevant, since Minions will be one of the tribes supported in the BOO Draft II.
Put this all together, and you have what should be one of the strongest Limited bombs we have in the BOO Draft II. Dr. Wily is easily a first-pick regardless of if you have any Minions or Constructs to pump with him, since he makes his own, and can overrun a board all by himself. A powerful card, and one that I feel is worthy of the boss of the game, and the villain behind the entire series.
A classic Mega Man basic enemy that has appeared in pretty much every Mega Man game, Met (otherwise known as ‘Hard Hat’ for the hat he wears to cover up from enemy fire) can shoot at you, and hide from your own return shots. The damage prevention line on this card represents his hard hat, since it blocks Mega Man’s shots.
Though this card only makes two 1/1 creatures for five mana, I expect this to be very strong, because it doesn’t just make two 1/1’s; it makes two pseudo-Prodigal Sorcerers with their own form of self-damage prevention, making them exceptional blockers when tapped (and very hard to get rid of). Since Prodigal Sorcerer has always been excellent in Limited, I expect a card that makes two of them every time you cast it to be doubly excellent. Retrace on this card should make it extremely potent, letting you assemble an army of Hard Hats to slowly wither away your opponent’s board.
Long story short, this isn’t a Limited bomb, but it is a very powerful tool for any black-based deck, and I would pick it highly over anything that isn’t a bomb.
Hey look! It’s Pestilence, but on a Wall!
In the Mega Man series, Beak is an annoying little jerk attached to walls who spits out a stream of bullets at you when you approach. Thus, since he can’t really attack, I decided to make him a Wall with Pestilence attached. With its high toughness and the Pestilence ability, I expect this to be an excellent card, great at blocking early creatures, sweeping away any token hordes, or killing off players at low life, and thus I’d pick this very highly. (It’s worth mentioning that Pestilence has been a ridiculously strong effect any time it’s been reprinted, whether in Urza’s Saga or Revised, and should be excellent in this BOO Draft as well).
Oil Man is a design that I’m very proud of. Tap to Mind Rot, combined with the Withered Wretch ability, gives this creature both a way to grind away at a control player’s hand, and also a way to manage an opponent’s strong retrace cards from my own set. All of this is wrapped up in an aggressive 3/2 creature for three mana… a potent package indeed!
The usefulness and versatility of Oil Man cannot be denied, but will he end up being a high pick in our draft? Well… that depends. If there is a blue deck to be cobbled together from everyone’s sets, then Oil Man will be fantastic, constantly making them discard all of their extra cards. If there is any sort of Reanimator strategy, Oil Man would be an excellent foil to that strategy, able to exile cards from graveyards at will. If nothing else, he is 3 power for three mana.
So will he be a high pick? I’m not sure. I would assume, not having seen anyone else’s sets yet, that he’ll be a solid mid- to late pick, and an excellent role-player. As with most of these cards, time will tell.
Here we see Oil Man’s power used as a spell; basically as a Mind Rot and Cremate hybrid. Everything I just said about Oil Man himself applies here; it’ll be useful against control decks (much like the old card Raven’s Crime was to grind away their hands, though this is twice as potent), and can be used in a pinch to eat cards out of their graveyards as well.
This should be a great mid- to late pick, just as Mind Rot would be, and I expect it to be quite solid.
Another basic enemy that’s appeared in nearly every game, Sniper Joe has a shield that he can use to block your shots, and can shoot his own shots back at you. Just as I did with Met, I added the “if this is tapped, prevent all damage to it” clause to Sniper Joe to simulate his shield use. (Originally, this ability was “if this is tapped, it has shroud,” which I felt was too powerful, and not something black as a color can normally do.)
As with the Met tokens earlier, Sniper Joe has a very powerful ability, letting him slowly chew through your opponent’s creatures with -1/-1 counters each turn. Tap to put -1/-1 counters on creatures is much stronger than Prodigal Sorcerer‘s tap to ping ability, but that’s the closest comparison here (and I bring it up just to point out how strong Sniper Joe will be, since Prodigal Sorcerer has always been strong in Limited, and Sniper Joe is miles better). Joe’s only issue is its low 2 toughness; considering the fact that your opponent basically needs to deal with it immediately, 2 toughness isn’t really much of a drawback.
Long story short, this is a creature that must be killed on sight or it will dominate a Limited game; that’s the very definition of a bomb creature, and I would pick Sniper Joe very highly.
Not really an enemy, but more an everpresent feature of the Mega Man games, spikes are normally attached to walls, the floor, or the ceiling; in every Mega Man game, touching them means instant death no matter what your life is at. Hence, when I decided I wanted an unconditional kill spell for my 45 cards, Spikes was that kill spell.
As an unconditional kill spell that can knock off any creature, Spikes would already be a high pick. Add retrace to this, making it a recurring kill spell, and you have one hell of a card. I expect this to be picked very highly, and it will end up being a gamebreaking spell.
Conclusion: So there you have it, that’s the first half of my Mega Man 1-themed set! I feel that I really captured the essence of Mega Man with these cards; many of them will be strong Limited cards, and I’m looking forward to playing them. In part two, I’ll be going over my red, green and artifact cards! I’ll see you there!