…kinda sucks now, doesn’t it? While it might be true that Prevent Damage was never supposed to prevent Destroy effects, Titan has gone from not being affected by any Destroy effect, to just not being affected by red spells that deal damage (and maybe the occasional rubbish black spell)
I mean, you could say the same thing about UC, and people do, all the time. But Titan has had it even worse.
A lot of black cards could use cost reduction to be playable, but instead they reduced the cost of the one black creature that was already efficient, Priest of the Blood Rite.
In Erebos’s case, I’m glad to see my enemy waste their time playing him so that I can discard their whole hand by killing him.
Cards like this and Skaab Goliath and many others show how a lot of these mechanics work awkwardly in a game where reinforcing exists. An example I like is how one unbuffed Undergrowth Champion can deal 10 damage through blocking enemy creatures, but when reinforced once that number goes up to 36. In so many cases like this, what you get out doesn’t scale proportionally to what you put in, which can sometimes make drawing duplicate cards especially powerful, usually in the case of creatures, or can cost you the game when you sometimes have to wait 5 turns before getting anything but a buffing spell and a ramping support.
Another one is that creatures with static or activated abilities get relatively weaker compared to those with enter-the-battlefield abilities. Drowner of Hope will keep giving me more Scions when I reinforce it (if I had one, alas), but the second Dragonmaster Outcast is all but useless in your hand.
It’s also too bad that the three-creature limit makes werewolves so much weaker - even if you have a second copy of a transform card, it could very well be stuck in your hand for a few turns until your werewolf turns back over to where you can reinforce it. I thought there might be a Neglected Heirloom deck out there for a minute, but there really isn’t.