The right play is going to depend on the matchup (if they're a very fast deck it could be right to block), your hand (if your next play is a Ghoulraiser and your creature is instead a Walking Corpse, it is excellent to block), and your tribe along with your deck
This effect goes off even if Zamazenta gets knocked out , making it a great option to have up front early in the game
We just had a quick conversation about power creep
Crimson Fire X TRAP Counter When your opponent activates a Spell/Trap Card that would inflict damage to you, while you control a "Red Dragon Archfiend": Your opponent takes twice the effect damage you would have taken, instead
The enduring appeal of Incineroar can be attributed to its dynamic role in both the competitive scene and its narrative significance
I see the power here, but in a game thats been power crept since Coldsnap (?!??), a 6-drop that opponents have to decide they let trigger seems like a terrible deal