Wednesday, February 29, 2012

Bangchuckers! #2

Hey guys! Its finally here, the second installment of our webcomic here at SCS. BETTER NEWS! I'll be posting them bi-weekly now so u can be expecting new Bangchuckers! every other wednesday.
Enjoy guys!

It's okay, she can fetch herself out.

Relevant cards for the uninformed!
Geth's Verdict
Ulamog, The Infinite Gyre

RCotD #110

Random Card of the Day #110:

Granite Grip - 2R
Enchantment - Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control.

Initial Thoughts:

Somehow I feel I should mention what Lolzor said in RCotD #77 about Blanchwood Armor. I like cards that reward you for playing basic lands. But this card specifically I think is somewhat obsolete with the inclusion of Claws of Valakut.

Yes. It is more red-intensive. But if you are playing a deck that is based off the number of Mountains you control, odds are it is pretty heavy in red anyways so Claws of Valakut is probably a better choice.

And if you guys don't know my hatred already for Enchantment cards (more specifically Auras that hit only creatures.) I don't like it because it paints a target on the creature for any spot removal and easily gets you 2-for-1'd. Obviously it's much better on hexproof creatures, but hexproof doesn't belong in Red, so you are a little short on options there.

So, yes. Because it is strictly worse than another card its 2/5. It still wins game if uncontested, but that's a lot of cards. Good cards win if contested, lose, and you still come out ahead.

Tuesday, February 28, 2012

RCotD #109

Random Card of the Day #109:

Fertile Ground - 1G
Enchantment - Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.

Initial Thoughts:

I like this card. I actually own a copy of it in the Invasion set art. I'm sure how I got it, because it definitely wasn't through trading, and I feel I would have remembered pulling this in a pack.

So the obvious card to compare this to is Rampant Growth. It cost 1G, and provides an additional mana. Rampant growth can fetch out any basic land, which effectively makes it any color. However, Fertile Ground trumps that by being any color that you want at the moment you need it. Once you rampant growth, the color you grabbed is "set in stone" if that makes any sense.

The other important thing is that the land enters the battlefield tapped with Rampant Growth, which means that your "missing color" is not available for use until the next turn. If you control three or more lands with Fertile Ground, you can tap lands, and then cast it on your untapped land for an immediately available missing color mana. Trading two mana for one mana of a specific color has been very relevant in many of my games, which is probably why I hold Shimmering Grotto in such high regard. But this card is slightly better because the next turn when everything untaps, you have netted and extra mana over another mana-fixer.

It may be fairly near-sighted to say "this card is good because it is strictly better than Rampant Growth." (Which it's not--considering Sweep effects, or Domain effects, or if your opponent plays Sinkhole or Stone Rain.) But this card is really good. Like, really good. I would like to say it has an avid number of uses, but really, it's just mana ramp of any color when you look at it from afar. But it's still a great card. 4/5

Monday, February 27, 2012

MUCMondays #11

Making Up Cards Monday #11:

Welcome to our Monday segment, Making Up Cards Monday where we... well, make up cards. Most of them have inspirations behind them and sometimes you just wanted to make a funny card, or a card that had your flavor to it.

Either way, you can read the cards and judge them for yourselves.

Nature's Grasp - 2G
Activated abilities of artifacts your opponents control cannot be activated.
If an artifact’s ability triggers that your opponent controls, counter that ability.

One of Lolzor's cards that he made. He kind of serves the same purpose of Chalice of the Void in legacy, but I feel he made this card because he is getting frustrated at artifact or enchantment lockdown.

(Crown of Empires and Norn's Annex to be specific.)

However the additional clause that stops triggered effects from artifact can be particularly useful against Sun Droplet decks among others.

I Wonder What This Does - 3UU
Choose a color. Then name a card.
Reveal the top cards of your library until you reveal a card of the chosen color. If it is the named card, it is suspended. If it doesn’t have suspend, it gains Suspend 2—0. Put the rest on the bottom of your library in any order.
While the named card is suspended, if an opponent casts a spell, that player may put a time counter on the named card.

Alright. I'll just say it now: I like suspend cards. At first I was kind of iffy about whether they were good or not, but after playing several games with my Jhoira of the Ghitu EDH deck, I realized it's actually quite amazing.

So I decided to make a whacky card designed for duels. Because face  it, if somebody played this kind of card in multiplayer, it would almost never resolve.

The original wording on the card was "While the named card is suspended, if an opponent casts a spell, that player may proliferate." Then I realized that proliferate only hit permanents, not exiled and suspended cards, so I had to re-word it.

Havoc's Divide - 3RR
Sacrifice any number of permanents.
Each opponent sacrifices half that number of permanents, rounded down.

Another card that Lolzor had an idea for. I forgot how it came to, but one of us said "Havoc's Divide" and we thought it was a Magic card, because it sounded like the name of one. We were both wrong and it actually didn't exist, so we made this card top-down from the name only.

That said, I really, really like this card. It has so much of that chaos flavor that red is supposed to have without too much random chaos bullshit like Chaos Lord or Scrambleverse.

One of the concerns when making this card was token abusability. I had considered making it "Sacrifice any number of nontoken permanents." to thwart that, but then I realized that's exactly the kind of abusability you would want in a card.

Also if you're ever losing in multiplayer and want to go out with a bang, this would be the card to say "I'm doing something big before I concede."

Additionally, because sacrificing is part of it's effect, and not it's cost, you won't get completely screwed over if somebody countered your spell.

Wandering Virtuoso - 2U
Creature - Human Wizard
When Wandering Virtuoso enters the battlefield put a thought counter on target land.
Lands with thought counters have "{T}: Add {U} to your mana pool." and "At the beginning of your upkeep, look at the top card of your library. You may put it at the bottom of your library."
When Wandering Virtuoso dies, look at the top X cards of target player’s library, where X is the number of thought counters on the battlefield. Exile one of those cards face down, then put the rest on the top or bottom of the library in any order. You may look at and play that card for as long as it remains exiled.

The blue creature cycle of Sun Angel/Sprouting Treefolk. If you wanted to see the enchantment cycle, so far I only have Obelisk of Nihil. So if you guys want to see what the red counters do, you'll just have to sit tight for a little bit.

The blue counters were actually pretty difficult to design. I wanted it to have an obvious win condition, without it being ridiculous. So in case you are unfamiliar with the counter-cycle, here's the run down.

The creature/enchantment gives counters to lands, whether on your own or your opponent's lands.
The lands effectively becomes a dual-lands.
The counter gives the land an ability. (Sometimes it's passive, other times it's an activated ability.)
When the creature dies, it does something based off the number of counters of it's type.

So the first run down of the blue creature was:
2 counters
tap for blue
remove a counter, fateseal 2.
when it dies target player mills twice the number of X

But if this was a rare? It would have easily been forgotten. Not to mention milling is a weak win condition anyways. Even if you got 4 of these out and then Day of Judgement hit, you would only mill 32 cards. So the second time I made the blue counters I changed it:
1 counter
tap for blue
remove a counter, scry 1 or fateseal 1
when it dies target player mills X, and you draw X.

Now this is about where it should be. Now you can control your own draws, and when it dies you can draw some cards if you have a couple. But now there's basically no incentive at all for removing counters. You literally just want your creature to die. I didn't like that on the creature so I was retarded and made it even more stupid:
2 counters
tap for blue
remove a counter, scry 1 or fateseal 1
when it dies target player mills twice X, and target player draws # of cards went into the graveyard this turn.

I'm not sure what I was thinking when I did that. Literally it was a "please kill me" card and didn't do anything to change the game. It still didn't solve the original problem of removing counters when in dire need, and the number of cards went into the graveyard this turn would be: whatever killed it, the card itself, and the number of cards milled. So you would draw 6 cards everytime this thing died. That isn't what you would want in a card. I mean it's powerful, but it really doesn't solve the original problem, and now it's just a counterpart to Brain Freeze.

So then I made the final version of this card. Which is what it is now. The land abilities stack, so it's basically: "Scry 1, then Scry 1." which is completely different then "Scry 2." And now that the counters give a passive ability, there's none of that "should I remove the counter now or wait until it dies?" kind of deal. And instead of drawing X cards, it's effectively "Scry X, put one into your hand." but you can do it on your opponent's library too! This makes the card very exciting, at least for me since you can now play your opponent's spells (assuming you can pay the colored mana) or maybe even exile the card you didn't want them to have. And when he dies you fateseal them if you have enough counters! (Fateseal has won a lot of games for me.)

RCotD #108

Random Card of the Day #108:

Vulshok Refugee - 1RR
Creature - Human Warrior
Protection from red

Initial Thoughts:

A 3-cost 3/2. That's pretty good. Two relevant creature types: Human and Warrior, and protection from red. That's a pretty damn solid card. Not game breaking, and not too situational with 1) the number of everyone playing Gut Shots and 2) the number of field clears that won't damage this.

Protection from Red means you won't take damage from red sources. Perfect examples of this is the multi-purpose Slagstorm, and one of my new favorite field clears, Blasphemous Act. Even simple ones like Pyroclasm won't hurt this.

Pretty good card. Even better if your opponent is playing red. But pretty good alone if not just to abuse field clears. 4/5

Sunday, February 26, 2012

RCotD #107

Random Card of the Day #107:

Infantry Veteran - W
Creature - Human Soldier
{T}: Target attacking creature gets +1/+1 until end of turn.

Initial Thoughts:

This card isn't that bad actually. Normally I'm totally against one-drops unless they are hyper-efficient, such as Kird Ape, Nimble Mongoose, Glistener Elf, Gladecover Scout, etc. This one I can actually see being somewhat useful in limited though.

However, I still think it should have "Target attacking or blocking creature" so that way it might actually be pretty damn good when blocking, effectively a 2/2 when blocking, probably better since it would be able to hand the +1/+1 to another blocker.

But it doesn't have that on it, so it's just a really good support when attacking. Giving this card vigilance could have also been really good.

But it's just a decent card that can pump others. It's not quite as utility as other one drops such as Gideon's Lawkeeper, but it has its uses. 3/5

Saturday, February 25, 2012

RCotD #106

Random Card of the Day #106:

Torture - B
Enchantment - Aura
Enchant creature
{1}{B}: Put a -1/-1 counter on enchanted creature.

Initial Thoughts:

This is one of those Limited removal cards. In constructed, even though you can slowly take down whatever is a threat, but one of the problems (obviously) is if the creature is not dead, it is still a threat, especially if it has an effect on it.

On the plus side, the -1/-1 counters are instant speed, so at least it gives you something to do with your mana end of turn.

It's a limited removal spell, and I could never see it in a constructed game. This card would be pretty good if it had something like "{2}{B}: Attach Torture to target creature" so it could slowly kill off all of your opponents' creatures even though it's pretty mana intensive. But it doesn't so it's just a card that needs a lot of mana.

2/5. I could see this seeing play in kitchen Magic.

Friday, February 24, 2012

IPotW #13

Interesting Play of the Week #13:

Welcome to this week's IPotW. Due to the popular demand of EDH.

The game started off...

Actually I'll just type this later. It's effectively Lolzor winning with Haste Vampire creatures, turns 1-3, and Bloodghast from LightningCount equipped with Basilisk's Collar and Swiftfoot Boots. Zur's Weirding hits the field Turn 4, later on a Blasphemous Act, where I shortly get hit afterward with a suspended Curse of Cabal and win the game with Zur's Weirding, Rakka Mar, and a Mountain.

Full details and tags coming soon after the Snow Covered Swamp party.

RCotD #105

Random Card of the Day #105:

Vizzerdrix - 6U
Creature - Rabbit Beast

Initial Thoughts:

Just a bad card. First of all, it could be understandable in drafts to have this card printed. 7-cost 6/6 can win you games. So that's fine. However, having a 7-cost 6/6 printed in the rare slot is not.

What was so wrong about printing this in the uncommon slot? By putting it into the rare slot you basically soldify saying "We don't want to see this in draft." Because face it, you won't get the rares you need in draft or any limited event; you take a look at the rares you got and make a deck around that. (Unless you had some insane other cards like Invisible Stalker and Butcher's Cleaver.)

When you look at it in the light of "this is a rare" the opinion of the card changes entirely. Then again, it probably shouldn't if you are looking at the overall status of the card. This card is slightly better than Craw Wurm at the cost of one more mana. And it could be relevant of having a beatstick in a blue deck. And as if I wanted to justify this card even further, it's pretty easily splashable if you wanted to put it with another color. Like, really easy to splash.

Just another vanilla creature. I am very disappointed this was a rare, but I guess that also goes with Goblin Hero and Mon's Goblin Raiders. 2/5

RCotD #104

Random Card of the Day #104:

Overlaid Terrain - 2GG
As Overlaid Terrain enters the battlefield, sacrifice all lands you control.
Lands you control have "{T}: Add two mana of any one color to your mana pool.

Initial Thoughts:

At first I read this card and I starting thinking about it's potential. It effectively doubles all your lands. But then doing the math, the returns are only marginal. If you play this turn four, and never miss a land drop, you break even on turn seven, because you sacrifice your lands when it enters. 6 lands entered with 4 sacrificed, leaves you with two left, which is actually a net loss. At 7 lands with 4 sacrificed, you are still behind as you have 6 available mana, when you would have had 7 lands. You break even at 8 lands placed, so it's only worth it if you place 9 lands or more. Nine lands. Sheesh.

Obviously this number goes up and down, based on non-land sources of mana, or how many lands you have when you place this, if you have 5 lands sacrificed, you need to play 11 lands or 6 additional lands to make-up the loss.

However, if this gets Naturalized, you just Armageddon'd yourself. Which could basically spell the end for you as you just got 5-for-1'd. Or worse.

So, in the end, super excited about the wording of it, but the math of placing lands just outweighs its benefit most of the time. The good news is, its a triggered ability, so if you wanted to Stifle your own ability or even Time Stop it before it resolves it could actually be pretty good.

It's difficult to call how good this card is. The combo doesn't flat out win games, so it's just nifty, and for a two card combo for infinite mana, it has a pretty big drawback if it's countered. Would be a 1/5 if you couldn't Stifle it, but I guess it's a 2/5. There are lots of other better two-card infinite-mana combos out there.

Thursday, February 23, 2012

RCotD #103

Random Card of the Day #103:

Fog - G
Prevent all combat damage that would be dealt this turn.

Initial Thoughts:

Hey its Lolzor...I derp'd yesterday and was supposed to do the RCotD, so here it is...Sefah will post another later.

This will be short, Fog is a great card that being said its only a stall card. Its pretty straight forward basically gets you one free turn from combat damage so in a stalemate if you get your opponent to swing you could take advantage and win.

Like I said its pretty straight forward I'm gonna give it a 4/5 because in alot of green decks I see this and Overrun as pretty much auto includes cant get the 5 though because its still just stall.

Tuesday, February 21, 2012

RCotD #102

Random Card of the Day #102:

Rhystic Scrying - 2UU
Draw three cards. Then, if any player pays {2}, discard three cards.

Initial thoughts:

Strictly worse than Concentrate. Even Concentrate isn't the most popular card, but it's the easiest one to compare draw cards to. Besides Divination, but I wouldn't compare it to that since it only nets 1 card.

To be honest, this card is absolutely terrible. 2 mana isn't that difficult to have, and because it's sorcery speed, if your opponent is playing responsively, you won't be able to get it off anyways.

To make this card not strictly worse than Concentrate it would need to be an instant. At least then it would be very interesting to play, even in drafts. But right now as the card stands, it's just absolutely terrible. 1/5.

Monday, February 20, 2012

MUCMondays #10

Making Up Cards Monday #10:

Welcome to our Monday segment, Making Up Cards Monday where we... well, make up cards. Most of them have inspirations behind them and sometimes you just wanted to make a funny card, or a card that had your flavor to it.

Either way, you can read the cards and judge them for yourselves.

Armaments - 1W
Untap target creature. That creature gets +1/+1 and first strike until end of turn.

Well, I made this card a really long time ago, it's just I never got a chance to show it on MUCMonday. Basically I really liked the two cards Veteran's Reflexes and Seize the Initiative.

I "made" this card before M12 was printed, but now that Skillful Lunge is printed, I feel like this card is somewhat outdated. Possibly. The untap effect is a huge game changer. And is even moreso in Limited.

It's actually quite a ridiculous card, but it's still able to be responded to just like every other good card.

Mindless Destruction - XR
Deal 1 damage to X target creatures.
Flashback {X}{R}{R}

Lolzor had the idea for this card. It basically follows in suit about everything I said about Tremor in RCotD #98. This one however, is slightly unique.

First, it targets things, which is especially useful against illusions.
Second, it has flashback, making it slightly more useful.

It's still sorcery speed, and perhaps requiring a target could be a drawback, but it's still designed what it supposed to do: taking out 1/1's. And maybe even 2/2's if you have the mana.

But it's a pretty nifty common. But that's about all I could see it being. Maybe if it could target the same creature more than once or hit players too. But then it would be Fireball.

Phantasmal Griffin - WWU
Creature - Griffin Illusion
Flying, first strike, vigilance
When Phantasmal Griffin becomes the target of a spell or ability, sacrifice it.

Speaking of illusions, why isn't there a massively color intensive one yet?

So far we have:
Phantasmal Bear, a 1-cost 2/2
Phantasmal Dragon, a 4-cost 5/5 flier
Phantasmal Abomination, a 3-cost 5/5 defender

Why don't we have a 3-cost flying first-striking vigilance? Not everything is about power and toughness, it's mainly the keywords that make a creature ridiculous.

I think that's one of the problems the illusions decks have: they don't have any "deal with this or lose" cards. Just cheap aggro that dies to targeting. It doesn't really serve much of a difference as compared to say, goblins, which basically still dies to targeting so long as it's removal. But in standard, almost everything that targets is removal. So it's basically just aggro in blue. Call it a pet peeve but I still feel illusions are missing something. And I'm not talking about Lord of Unreal.

Rhox Warrior - 2GG
Creature - Rhino Warrior
When Rhox Warrior enters the battlefield, target creature gets +2/+2 until end of turn.
When Rhox Warrior dies, target creature gets +4/+4 and trample until end of turn.
Evoke {2}{G}{G}

I'm sure all of you remember the evoke cycle that I'm trying to make. If you haven't seen them, you can go through the MUCMonday's archive and until you find them. (Maybe you'll see other cards you like too!)

Remember, the idea behind this card is it can be absurdly powerful, but because the "when cardname dies," effect is a must, it can really back fire on you.

So basically it's a 4-cost 4/4 haste. It loses it's value later on though. But now compare this to something like Might of Oaks. 4-cost +7/+7 is really damn good. But a 4-cost +6/+6 and trample could be even better. And it's on a creature so it allows you to have choices depending on the situation on the battlefield.

But if this is your only creature, and you swing for four, then your opponent plays a Strangleroot Geist and Doomblades your Rhox Warrior, you are now forced to give +4/+4 to your opponent's creature, even if it would harm you. So it allows both interesting plays for you and your opponents.

Well that's all the cards I'm sharing today. If you enjoyed these cards, please come back next week for our next MUCMonday, or swing by on Friday where I share the IPotW. Don't forget to tell your friends about us; and if you guys haven't seen it yet, check out Snow Covered Swamp's Webcomic: Bangchuckers!

Originally I had hoped we would have a debut on post #100, and be able to start posting regularly by RCotD #100, but azyzl takes pride in her work so it's taking a little longer than usual. Check out some of her other projects: A Celestial Story.

RCotD #101

Random Card of the Day #101:

Nature's Blessing - 2GW
{G}{W}, Discard a card: Put a +1/+1 counter on target creature or that creature gains banding, first strike, or trample.

Initial thoughts:

At first I looked at this card and I'm like "wow, this card really sucks." And then I looked closer at it and realized there is no "Until end of turn" clause.

This is the first banding card I got on random, so I guess I'm going to have to explain the mechanic. In short:

Defender's assign combat damage. This alone is particularly rough.
The "Double block/Triple block" that you do when defending is now "Double attack" where your creatures attack as a unit, and as such can be blocked by one creature. Combining your banding attackers with first strikers (or my favorite, Prized Unicorn.) can prove to be particularly effective and this enchantment does just that.

However, the cost of actually doing it, is discarding a card. And if you wanted to give it first strike and banding, it's going to cost you two cards. Maybe you'd play this is a madness deck, but it's still a pretty hefty cost.

Maybe the card would be broken if it was a "Put a +1/+1 counter on target creature, then that creature gains your choice of first strike, banding, or trample." But at least the card wouldn't have been forgotten.

It's still a good card, and if I owned one I might play it in EDH if I had a deck of it's colors, but then again maybe not because your have to discard a card. That's probably the number one cost I hate. I would rather pay more mana than discard cards in my hand. 3/5

Sunday, February 19, 2012

RCotD #100

Random Card of the Day #100:

Sleight of Mind - U
Change the text of target spell or permanent by replacing all instances of one color word with another.

Initial thoughts:

Bring out the confetti streamers and party poppers! It's RCotD #100! And I actually got a pretty good card too.

I think that it's one of the most underrated cards in Magic. It

It's a huge combo card, but I see it more of a lockdown-combo sort of thing. A short list of what it can seriously do to opponents: (If you haven't read the RCotD in a while:)

Chill (RCotD #20)
Deathgrip/Lifeforce (RCotD #74)
Hit your opponent's Honor of the Pure. Or worse, Bad Moon.

I understand that it is strictly worse than it's 10th edition counterpart: Mind Bend. If you wanted to further abuse these kinds of cards combine them with the specified land-hate cards such as Flashfires, Boiling Seas, Tsunami, etc. Or even Conversion and Magus of the Moon/Blood Moon.

There's just so many of these two cards combos that can really shut down an entire color. Particularly evil in multiplayer games, and especially evil by turning everything into a land type and then shutting it down. (Urborg, Tomb of Yawgmoth)

Be creative, but like I said, it's strictly worse than Mind Bend, so the land types don't work the same. But the concept is still there. 4/5

Saturday, February 18, 2012

RCotD #99

Random Card of the Day #99:

Island - 0
Basic Land - Island
{T}: Add {U} to your mana pool.

Initial thoughts:

New Phyrexia had some pretty amazing lands in terms of art. I mean seriously, look at that art. Is that not one of the most beautiful lands? For being evil and destroying Mirrodin, Phyrexia had some pretty swag architecture.

Figures I would get a crappy card right before RCotD #100. And by crappy I mean 5/5.

Friday, February 17, 2012

IPotW #12

Interesting Play(s) of the Week #12:

Okay, so I apologize for the time it took to post last week's IPotW. I played a bit of Magic this week but none of the games truly stood out as amazing. So instead, I will give you examples of cool games that I've had. The idea was given to me by Lolzor, as he called it an "EDH Round-up" although it is not strictly to EDH games. So without further hesitation, here as a synopsis of several good games I have had:

In one of the EDH games I had, my suspended Ulamog, the Infinite Gyre hit the field too fast for my opponents to deal with, or rather, my opponent could deal with it on sorcery speed but when creature cards come off suspension they enter with haste. Annihilator 4 isn't pretty with haste. Not a particularly amazing game.

In another one of my EDH games I got locked down early by land destruction, which really set the tempo of the pace of the game for me. I hit 6 land drops in a row, but having the first 2 go into your graveyard can be especially rough. I basically knew I wasn't going to win this one, Lolzor got Kresh the Bloodbraided on field who tricked the 3/3 Gideon's Avenger into blocking it by flashing in and evoking Briarthorn. Because it's sacrificed immediately, Kresh can become really big really fast. Lolzor ended up winning with Kresh being a 70+/70+ after a resolved Destructive Force hit a token deck.

In another of my EDH games (yes, EDH is probably the best format to play with my friends. It serves as a comfortable medium of vintage/legacy/modern cards without being too abusable because of the 100-card singleton. There are still insane 2-card combos, but there's a difference between have 4 copies of a card that instantly win a game, and one--because all of your tutors are reduced to one copy as well.) the game was a little too fast for my opponent, I had an uncontested turn 4 Flametongue Kavu, which was Fiend Hunter'd but Lolzor thought it would be funny to Doom Blade and 2-for-1 my friend again. Unfortunately, turn 5 Zur's Weirding hit the field. I'd read that card if I were you. It's one of the craziest cards in EDH and I love it for that. But I was winning and everything I needed was in my hand. Lolzor couldn't get his second black mana and LightningCount was mana screwed. I paid two life to send all their lands away and started to ping away at their life. They just conceded knowing that the Lockdown was in full effect because it happened too soon.

But the best play of the week would probably have to go to Lolzor. In this game I was pretty much cleaning up the board with Ulamog, the Infinite Gyre's Annihilator effect. Flameblast Dragon was also on the field picking up stragglers. When I chose to attack Lolzor I organized so Ulamog's Annihilator would happen first. He ended up sacrificing Flayer of Hatebound to kill the Flameblast Dragon, and then Geth's Verdicting my Ulamog. I tried to respond with a Brainstorm, then shuffled my library with Terminal Moraine and flashed back Think Twice--but I still couldn't find an answer to it. Unfortunately I had received a lot of hate since those two creatures were on suspend for a while, so I was at 8 life. It didn't take very long for me to get pinged down, even with Myr Battlesphere on the field.

In another of my games I Think Twice'd into a Ponder into an Oblivion Ring to win the game, so drawing into an answer can be hopeful. It just doesn't always happen. Though my favorite move is probably Think Twice into Mana Leak.

Another good play was I kept Lolzor's Strangleroot Geist tapped down with my Crown of Empires, but before he advanced into the Declare Attacker's he sacrificed it to Grim Backwoods, drawing a card, and swinging for three since the geist had haste. A good play, but not particularly game changing.

In one of my less prouder moment, my USA control deck was somehow outracing Lolzor's G/B aggro with Timely Reinforcements. In order to gain an advantage in a swinging war he tried to Go for the Throat his own Young Wolf so it would come back as a 2/2 and swing for more, hopefully winning the trades. I actually Mana Leak'd it.

That same USA control deck fought off (in a single game) an onslaught of 16 Wurmcoil Engines, and all of it's tokens in a Heartless Summoning deck at an FNM, where my opponent marked me as a drop instead of himself. I was pretty mad, because I was 3-1 at that point and could have placed top 8 if I won my next match. I brought it up with the Event Organizer but he said I was basically SOL.

At that FNM I also Act of Aggression'd the 4/4 Angel Token that Geist of Saint Traft brings in to kill it. He was astounded I was even playing that card, but he seemed pretty mad.

While I was teaching one of my friends to play, I didn't have any of mine that were "beginner level" so I borrowed my friends deck which he left over. It seemed simple, but on turn 6 I was staring down at the 3 Eldrazi lords after a Mass Polymorph. It's probably her favorite deck.

Well, it's not one game but rather a synopsis of a bunch of games that I haven't mentioned that I am particularly proud of. Or of really good plays that I've seen--and it's atleast much better than my usual standard games of "tap everything down, Timely Reinforcements and wait until there's too many creatures and then Day of Judgement--then hopefully Red Sun or White Sun's Zenith for the game eventually" I hope you enjoyed them, but I'll get back to posting full games since I normally don't play this much Magic in a single week.

Oh and for those of you wondering: Yes, I did play my friends Grixis Control Archenemy deck. I could make an article about it, but it would be mostly me ranting about how to build an Archenemy deck. It's a format I turn to when I'm feeling picked on in EDH.

RCotD #98

Random Card of the Day #98:

Tremor - R
Tremor deals 1 damage to each creature without flying.

Initial thoughts:

I used to own this card. Of this exact art too. But even though it has sentimental value, the card is still pretty meh. It doesn't really do much. I mean it deals one damage to everything, but how many things are such a threat on turn one, that you couldn't use spot removal or even wait another turn for Pyroclasm? What about waiting until turn three to Slagstorm or Flamebreak?

I suppose it stops swarm decks, but most swarm decks I've seen have at least 2 toughness, making Pyroclasm a better choice. (Or at least 2/2 spawners that make 1/1's, eliminating the "symptom" but not the problem on the field.) And Pyroclasm isn't even that great of card, it's just average.

2/5. I would still play Earthquake in most cases.

RCotD #97

Random Card of the Day #97:

Opaline Sliver - 1WU
Creature - Sliver
All Slivers have "Whenever this permanent becomes the target of a spell an opponent controls, you may draw a card."

Initial thoughts:

I feel like I've been getting too many slivers on random as of recent. I've basically already said everything I wanted to say about slivers before, so I guess I'll say it again: I see slivers has a higher synergy elf deck, with more risk and more reward, as they can very quickly spiral out of control.

That said this sliver makes your slivers exactly what you want them to be. A kind of "damned-if-you-do-damned-if-you-don't kind of dealio. You still suffer from board wipes, especially those that don't target, but now you almost want your slivers to be Lightning Bolt'd. Or even better, Boomerang'd.

Some part of me wishes that it was worded like Livewire Lash so that you could abuse it with your own cards, but that obviously didn't make it out of card testing. It's still a really good sliver to drop after you're already set up--it's even pretty good on it's own. 4/5

Thursday, February 16, 2012

Pardon Our Dust

So in order to improve everyone's experience SCS will be fiddling with the site over the next few if you come in and its looking a little strange I apologize but trust me its for the greater good.

Thank you


Wednesday, February 15, 2012

RCotD #96

Random Card of the Day #96:

Viashino Spearhunter - 2R
Creature - Viashino Warrior
First strike

Initial thoughts:

Meh. It would have been fair-costed at 2-mana, but it's still no Boros Recruit. That said, it's hard to look at first strike and call it a bad card. The same goes for cycling or any other cantrip. Those two abilities can make a card go from awful to decent. For example, let's look at some of the worst cards in Magic:

Scorching Spear, sorcery speed 1 damage for a card. Make it a cantrip. Needle Drop.
Take Righteous Avengers. Arguably the worst creature card ever printed. Stick first strike on it. Now it's decent.
What about Viashino Skeleton? Give it cycling and first strike. Now it's a pretty good.

The point is, it's hard to rate a card because it has some of the abilities that make it a good card, and it's just the keywords. I mean sure you can play Porcelain Legionnaire for one cheaper and has one more power, but that card is flat out amazing. Just because a card is strictly better than one card doesn't make the weaker card bad, it's just not the best.

Limited: 3/5
Constructed: 2/5

Tuesday, February 14, 2012

Happy Valentines Day from SCS!

RCotD #95

Random Card of the Day #94:

Spirit Link - W
Enchantment - Aura
Enchant permanent
Enchant creature
Whenever enchanted creature deals damage, you gain that much life.

Initial thoughts:

I was actually excited when I saw this card showed up on random. I actually like this mechanic. This is actually better than Lifelink. Why? I'll show you:

1) It is always at least lifelink. This means it works with tap effects.
2) It stacks with lifelink. Keywords don't stack with each other, but effects with words do.
3) Stick it on your opponent's creature.

Now this isn't saying the card is amazing, however, it is a particularly annoying force against aggro decks. You can see it's more powerful cousin Armadillo Cloak.

Basically the mechanic is designed much better than Lifelink. That's why I like it. It's pretty versatile since you can put it on your opponents creatures too. This card in particular is weak, but if you put it with other effects, it becomes particularly strong. 3/5

Monday, February 13, 2012

MUCMondays #9

Making Up Cards Monday #9:

Welcome to our Monday segment, Making Up Cards Monday where we... well, make up cards. Most of them have inspirations behind them and sometimes you just wanted to make a funny card, or a card that had your flavor to it.

Either way, you can read the cards and judge them for yourselves.

Petrof, the Vigilant - 1WW
Creature - Human Soldier
If Petrof, the Vigilant would be destroyed by a spell cast from an opponent's hand, it becomes indestructible until end of turn.

Okay, so Lolzor had the idea of something being an anti-Wrath of God card. The original wording was something like "if it would be a destroyed by a spell that doesn't target it" but it seemed too clunky and irrelevant most of the time. So now it's basically anti-removal. I mean it can still be bounced and still be exiled, but it deals with a lot of threats just by becoming indestructible if you want to kill it.

Originally I had him as a 3/3, but I felt like if he was printed as a 3/3 he would get shoved under the rug, I made him a 4/3 and now he seemed a bit too powerful, but all you have to do is play creatures kill him. You can still control him by bouncing or keeping him tapped down--so you can still deal with him, just not with the ol' fashioned Doom Blade. I probably should have bumped him to Mythic rarity.

Sprouting Treefolk - 3GG
Creature - Treefolk
When Sprouting Treefolk the battlefield, put a growth counter on two target lands.
Lands with growth counters on them have “{T}: Add {G} to your mana pool.” and “Remove a growth counter: Put a 1/1 green saproling token into play.”
When Sprouting Treefolk dies, put X X/X green elemental creatures onto the battlefield, where X is the number of counters on the battlefield.

Behold! The green cycle of Sun Angel! At first he may not seem as strong as her, but quickly realize how fast it can get out of control if you play two of these. Three of these and it's a nightmare.

The counters can fix mana, and they can creature chumpblockers if need be. All you have to do is get your creature to die. It shouldn't seem hard, I mean he does have a large enough power to be a threat, and worse case scenario you can always sacrifice him if you play Altar's Reap, or Grim Backwoods.

Merfolk Sneak - UU
Creature - Merfolk Rogue
Merfolk Sneak is unblockable as long as an opponent controls two or less creatures.

This is one of several cards that Lolzor designed. It's got an ability to make it seem ridiculous, but as long as you have creatures, it won't be able to slip by. It's also double blue to cast, so in drafts it might be pretty difficult to play. I didn't think it was strong enough to be deemed an uncommon but I definitely like the design of this card.

Charles the Pariah Monk - 1WWW
Legendary Creature - Human
Prevent all combat damage to Charles the Pariah Monk.
Any damage dealt to you or another creature you control, is redirected to Charles the Pariah Monk.

Okay so this is my take on Cho-Manno, Revolutionary. I always wanted to get Pariah on him but I was never able to do it. So I made Charles. I named him Charles because I honestly couldn't think of a better name for it. Besides, it gives it swag when you play it. It would be hilarious to hear players talk about him if he was ever printed.

"Oh man, he had me locked down and all I needed was my Red Sun, and then he played Charles. Sigh."

Well that's all the cards I'm sharing today. If you enjoyed them please come back next week for our next MUCMonday, or swing by on Friday where I should be able to finally finish typing out the IPotW. Don't forget to tell your friends about us; and if you guys haven't seen it yet, check out Snow Covered Swamp's Webcomic: Bangchuckers!

RCotD #94

Random Card of the Day #94:

Psychic Overload - 3U
Enchantment - Aura
Enchant permanent
When Psychic Overload enters the battlefield, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step.
Enchanted permanent has "Discard two artifact cards: Untap this permanent."

Initial thoughts:

I'm not sure what to think of this card. Like at first it seems like a bad Bonds of Quicksilver. Then I'm like "Oh! It hits any permanent."

And then I was like, well that doesn't change much. So it can effectively be a Blue Stone Rain for lands. And then I read it's last clause about untapping it. So it can be a combo card to untap it, but it's cost is so hefty it's basically not worth playing. And if the permanent is worth untapping, is it worth trading it untapping normally for instant-speed-at-the-cost-of-discarding: untap?

Then I thought, "Who would every play this card?!" That's really all I have to say. This card just seems absolutely awful to me. At least from a combo perspective. I basically never, ever play cards that make me discard my hand. Even powerful cards like Malfegor I wouldn't play. And Zombie Infestation is a perfect example of a bad card to me.

Basically that last clause means whatever it is you enchanted ain't untapping. Unless they bounce it, or Naturalize it, but asides from that it isn't. It doesn't serve any particular use against Planeswalkers, although it would be funny to enchant them. It's kind of like a less mana intensive but more expensive version of Claustrophobia, but it hits any permanent. It still costs 4 mana though.

So as I stated, I'm not sure what to think of this card. It's not broken, it's kind of expensive, but it stops virtually anything you can target on sorcery speed. 3/5

As an additional note: whoever printed this messed up on the type of card it is. It's still an Aura, but they printed it as an "Enchant Permanent"

Sunday, February 12, 2012

RCotD #93

Random Card of the Day #93:

Scaled Wurm -7G
Creature - Wurm

Initial Thoughts:

Hey its Lolzor...sorry but you're getting a lame RCotD toay, maybe the RNG knew it was sunday and I didnt feel like writing.

Any way its a basic wurm creature...usually just a big creature with a big cost...unlike a good wurm though this has no nifty effects or anything I mean its not even an acceptable mana cost: see Sefah's rant on mana costs (Most recent reference: RCotD #81). Yeah if you get it on the field it could win you the game but its nothing special.

Here are a few better wurms that I like

Wurmcoil Engine
Engulfing Slagurm
Bellowing Tanglewurm
Carnage Wurm
Gravetiller Wurm
Massacre Wurm
Pelakka Wurm
Penumbra Wurm
Plated Slagwurm
Siege Wurm
...hell even Autochton Wurm

And many more...this card gets a 2/5 and I dont even wanna give it that just because I happen to love wurms and this is just a bad one.

Saturday, February 11, 2012

RCotD #92

Random Card of the Day #92:

Wheel of Torture - 3
At the beginning of each opponent's upkeep, Wheel of Torture deals X damage to that player, where X is 3 minus the number of cards in his or her hand.

Initial thoughts:

At first I was like, "Why would I ever play this over The Rack. So I can get more copies of it?" and then I realized it was all opponent's.

The Rack was used typically because it was a funny card to have especially when combined with discard, but it only has one target when it enters, so in multiplayer you would have to bounce it and replay it to have it change targets, even if the original chosen opponent lost.

I don't know about playing a card in multiplayer though. I suppose it would the greatest thing ever combined with Chain of Smog or other discard effects that hit all players, such as Unnerve or if you want to be completely evil Myojin of Night's Reach. If you REALLY wanted to make an EDH on this you can if it on legs as a 2/2.

But that sort of thing can make a play group hate on you if you do it right. I suppose it's no different than multiplayer lockdown Stasis/Squirrel Earthcraft decks. It's not particularly good at duels, especially given The Rack, and I don't really see it being too powerful in multiplayer, but at least it can provide synergy for discard. Or if you have an opponent that keeps a full hand all the time: Black Vise. Or to just be a dick, add in Skullcage.

I'm tempted to give it a 2/5 but it's really not that bad, it's just The Rack is a lot better in most scenarios. So I'll give it a 3/5. But oh my, it might be 5/5 just for that flavor text given the card name.

Friday, February 10, 2012

IPotW #11

Interesting Play of the Week #11:

Okay, so I did manage to play a lot of Magic this week. Most of it was from over-playing the pre-releases Limited sealed events. This week I will be talking about another intense EDH match. And for Lolzor: no I did not win this match.

My starting hand was: Mountain, Island, Serum Visions, Insurrection, Evacuation, Ancient Hydra, and Ricochet Trap. For some reason I decided to keep. I though "Hey, I have Serum Visions! That's a draw and some scry so I can get some more lands." Little did I know that my starting lands in my hand would be my only lands for the rest of the game. I should have Paris Mulligan'd.

Another four player game where the generals consisted of:
The Mimeoplasm
Glissa, the Traitor
Glissa, the Traitor -- Yup. Two of them. The Legend rule came into effect a few times this game.
Jhoira of the Ghitu

Vector Asp was the first turn drop for Mimeoplasm. Glissa played Llanowar Elves and the second Glissa, Lolzor played Nimble Mongoose. I draw into Staggershock and resolve Serum Visions drawing a Dissipate and seeing Summoner's Bane and Harvest Pire. I send them both to the bottom of the library since I need lands.

Mimeoplasm puts down an Island and plays Jace's Erasure. Glissa plays a swamp and summons Glissa. Lolzor plays a Piranha Marsh and Mimeoplasm loses 1 life. I have no luck drawing a land so I pass. I draw into nothing so I pass again. Mimeoplasm mills, places a land and passes. Glissa plays Obstinate Baloth, gaining 4 life and swings at me. Lolzor places a land and decides to summon his own Glissa. They are both put into the graveyard because of the legend rule and then placed back into the command zone.

I draw into Silent Departure so I bounce Obstinate Baloth. I felt like I had to do something since I can't really do anything. I don't care if he gains 4 more life if it means later I can draw another card. Mimeoplasm is trying to be a nice guy and equally mill everyone. Lucky me, it was my turn and he milled a Mountain. He plays a Golgari Signet.

Glissa plays Armillary Sphere, Viridian Emissary and then Virulent Wounds the Vector Asp, killing it. Lolzor draws and passes. Finally I manage to catch a lucky break and find Izzet Signet. Mimeoplasm casts and resolves Minds Aglow. What sucks is I don't have any mana for the activation cost of Izzet Signet. He draws 3, Glissa is tapped out and Lolzor taps one land and draws a card. Unfortunately we all read the card wrong at the time, and we thought each player pays X and draws X, not that each players contributes to a mana pool and each of us draw cards. That might have really helped me if I read it right.

I draw into Dissipate, and pass, at least I can cast this--and if not Staggershock is always an option. Mimeoplasm casts Wonder. I think about Dissipating it, but I end up deciding not to. Glissa plays Green Sun's Zenith for 6, I'm fairly certain that it would have fetched out a Primeval Titan, but I respond with Dissipate. Lolzor manages to re-cast Glissa, the Traitor.

I draw into Flameblast Dragon. It would be useful if I had the mana, especially compared to everyone else. I pass. Mimeoplasm casts and resolves Mimeoplasm and turns to me. Unfortunately, I have no answer so I let it resolve. It enters as a copy of one of the milled cards he got off of Glissa: Rampaging Baloths and unfortunately I can't remember the other creature. I remember it was a 9/9 so it was obviously a 3/3. Sangromancer rings a bell.

End of Lolzor's turn I cast Staggershock, killing Llanowar Elves and during my upkeep killing Wonder, which was probably a mistake, because now The Mimeoplasm is a 9/9 trample flier. I draw into nothing again, so I tap out and play Jhoira of the Ghitu.

The Mimeoplasm is trying to be a nice guy and swinging at everyone evenly because at this point he basically has the game, or at least in his eyes. Glissa resolves an Englufing Slagwurm. Lolzor plays Mindslaver but doesn't have the mana to activate it. I draw and pass. The Mimeoplasm drops a land and gets 4/4 flier and then swings at Lolzor. Glissa swings at The Mimeoplasm which he decides to take. Lolzor activates Mindslaver controlling The Mimeoplasm's next turn. At the end of Lolzor's turn I suspend Evacuation. Everyone seemed very pleased about it, it was at least a temporary answer to the 9/9 trample flier. Or at least everyone but the Mimeoplasm was. It was four turns, now three away. I draw and pass, still no lands.

The Mimeoplasm's turn is taken control of by Lolzor, but unfortunately he's not holding onto any means of destroying his own creatures. He taps all his lands and ends the turn. Glissa draws and swings at The Mimeoplasm. As a rule of thumb: don't block Engulfing Slagwurm. The Mimeoplasm didn't block but it could have ended poorly. Lolzor resolves Glissa, the Traitor again, hoping for a recursion of Mindslaver. At the end of Lolzor's turn I suspend Insurrection. It will probably never go off in time, but at least there's a chance.

I draw and pass. Things are looking grim with only 2 lands and an artifact that produces mana. The Mimeoplasm plays Naturalize, targeting my Izzet Signet. In response I tap it and suspend Flameblast Dragon--another card that I won't be able to play. He drops a land, getting another 4/4 trample flier. I joke about how it doesn't have haste so it can't kill me. I have 14 life, so he smirks and says "No, but this does", and resolves Skullbriar, the Walking Grave. He swings for 14 at me, I'm at 14 life, but before combat damage I Lightning Bolt the 1/1 trample, flier. Sitting at 1 life. Glissa resolves Phyrexian Swarmlord. Suddenly that Virulent Wound at the very beginning of the game is relevant.

Lolzor tries his hardest to save me. He Diabolic Tutors and tries to find an answer to the 9/9 flier. He fetches out Doom Blade and tries to target The Mimeoplasm, but he states that it is Green, Blue, and Black, making it untargetable. He changes the target to the untapped 4/4 flier. This however, wasn't true. The Mimeoplasm, the creature that is, enters as a copy of the creature, the copy he chose is Rampaging Baloths which is fact, only green--making it a legal target. No one questioned it at the time and I doubt it would have changed the gameplay significantly.

I draw, realizing it's my last turn. I swing with Jhoira at Mimeoplasm, but before combat damage Ninjutsu out Mistblade Shinobi, bouncing Jhoira, but also bouncing The Mimeoplasm when combat damage happens. I had to go out with a bang. Next turn the 4/4 flying trample just swung at me for game, exiling everything I owned, even the suspended spells. One turn away from "saving" the game with Evacuation.

The Mimeoplasm realizes he's on a clock too. He doesn't have a lot of life left. So he resolves Wrexial, the Risen Deep, who is also known as Cthulu judging from his art. Glissa gets a 1/1 infect insect from his Swarmlord and swings at The Mimeoplasm. He decides to take it since infect counters aren't really what's bothering him--it's the about to recur Mindslaver. He goes up to 5 poison counters. Lolzor plays Etched Champion.

The Mimeoplasm is pretty low on life from being the guy with the largest creature for so long. He realizes it's he only has a few turns left and swings at Lolzor with Wrexial, copying the milled Grasp of Darkness to kill the Swarmlord. Lolzor manages to find Bonehoarder and equips it to Etched Champion. The Metalcrafted Etched Champion equipped with a Bonehoarder swings at him, finally eliminating him.

Glissa goes and manages to resolve a Pelakka Wurm*. Lolzor topdecks his answer and plays Brutalizer Exarch sending Pelakka Wurm to the bottom of the library, which should not happen because you can only send noncreatures to the bottom. But no one saw it, so it resolved that way anyways.

But, now it's just a stand off between the two Glissa decks. From the life totals--unfortunately Lolzor already has Mindslaver in his graveyard for the recursion of it any time a creature dies. With 11 lands out, he could also play it and activate it everytime, and so long as he can always destroy a creature. Luckily for him, they share a common General. And thus, over several Mindslaver'd turns later, Lolzor finally wins with a pinging protection from all colors equipped Etched Champion. I'm sure Lolzor would want me to hype it up, carefully announcing his blockers and holding back his Glissa so the 1/1 insects would constantly die, and then casting Everflowing Chalice for 6 counters to ensure Glissa could be cast and a bunch of other tricks. But it was just a string of well-thought out Mindslaver'd goodness.

Thanks for reading Snow Covered Swamp's IPotW #11! Sorry for the delay on this one but it was a fairly long game and unfortunately because it took so long I forgot some of the details of it*. Come back Monday for our most popular segment: Making Up Cards Monday!

* - I don't really remember what happened to Engulfing Slagwurm. I think it was sacrificed to Geth's Verdict.

RCotD #91

Random Card of the Day #91:

Wall of Fire - 1RR
Creature - Wall
{R}: Wall of Fire gets +1/+0 until end of turn

Initial thoughts:

I haven't really gotten to talk much about defender cards yet, so I guess now is my opportunity to do so. So I'll just say it flat out: I don't like them.

Kind of like the same deal I have with Aura's I feel that for it's original purpose--that is to say, defending--it is too easily dealt with. You hold one creature back but you're opponent swings with two. It's not advancing the game, it's not particularly stopping your opponent, and most of the time they have a low power to compensate for they're high toughness.

Here's an example of a defender I did like: Wall of Spears. Why? A 2/3 first striker for 3 is a pretty good card. But put defender on it and you are like "meh" and to a degree that's true. But this is exactly the kind of card that stops swarm. First strike on it means that your opponents think twice with what their swinging with.

Here's a small list of other Defenders I somewhat have an affinity for:
Overgrown Battlements
Vent Sentinel
Wall of Omens

A somewhat biased list because they are all in the same block, but one's mana ramp, the other can actually win games, and the third is a cantrip. All of these have qualities that a winning card should have.

And the other thing about Defenders I don't like is Defenders are typically low costed creatures. Because of this, they are meant to fight other low costed creatures, yet the best way to fight a lot of low costed creatures is mass removal, whether it be Volcanic Fallout, Pyroclasm, Slagstorm, or even Day of Judgement. These are better answers to what's on the field than a normal creature.

However, later in the game you drop a Wall of Wood which you were so excited to put in your deck because it stopped Raging Goblins, but really you needed that Prey Upon to deal with the Hellkite Overlord. But any of the other cards that I mentioned to deal with swarm both deal with swarm and can optionally help out taking larger creatures.

At least that's my take on Defenders. It's a narrow answer to a specific archetype (swarm) that there are better answers to deal with it, and it also deals with other kinds of threats. As for this card in particular, if I pulled it (which I have) it just goes into the bulk box for me. I'll never find a deck for it, and it isn't particularly suited at taking on a specific archetype. It's also mana-intensive to actually a kill a creature, a move your opponent can see coming, making it predictable--just a bunch of design flaws.

But it still does it's job. 2/5

Thursday, February 9, 2012

RCotD #90

Random Card of the Day #90:

Spined Wurm - 4G
Creature - Wurm

Initial thoughts:

A vanilla creature. I was kind of hoping I would get a more interesting card for my 90th RCotD. Something about a round number appearing in the title makes it seem a lot more interesting. But sometimes you just go with what you're dealt.

So this card clearly wasn't meant for constructed play. It's in the common slot, and I suppose it has a suitable P/T for Limited, but if you're playing vanilla creatures in constructed its either: low costed, or actually isn't a vanilla creature. For example, Myr Superion sees play in Constructed because, it's super easy to cheat out--especially with Heartless Summoning. Leatherback Baloth saw a little bit in monogreen because well, it was amazing.

But cards like this, Craw Wurm, or even Stampeding Rhino (which is better than this card in my opinion) don't see constructed play because they just aren't "abusable" enough. Don't get me wrong, it's still a 5/4 so if that's swinging every turn you better be prepared, it's just not the same if you play this turn 5 and your opponent plays Wurmcoil Engine or Primeval Titan turn 6.

A force to be reckoned with but still not the best creature.

Constructed: 2/5
Limited: 3/5

Wednesday, February 8, 2012

RCotD #89

Random Card of the Day #89:

Urza's Mine - 0
Land - Urza's Mine
{T}: Add to your {1} mana pool. If you control an Urza's Power-Plant and an Urza's Tower, add {2} to your mana pool instead.

Initial thoughts:

Oh, the Urza lands. I'm not quite sure where to place them, but if you're running Primeval Titan in EDH, you should definitely have one of each, because all 3 lands together can produce 7 mana. They also aren't legendary lands, so if you really want to, run four of them in a deck.

I don't necessarily like the Urza lands but I do like the concept behind them. I think that 7 mana for 3 lands was a bit excessive (don't get me started on Mishra's Workshop being Vesuva'd) but I do like the interactions between other lands. Because then it's not just a manland, not just a token spawner, and not just abusable--I feel something more could have been made, something challenging yet really rewarding; but with some easy fetch you could do it. Like I said: I think 7 mana is a bit too high, but if it was so powerful we'd be seeing it in every deck? Right?


Tuesday, February 7, 2012

RCotD #88

Random Card of the Day #88:

Silverglade Elemental - 4G
Creature - Elemental
When Silverglade Elemental enters the battlefield, you may search your library for a Forest card and put that card onto the battlefield. If you do, shuffle your library.

Initial thoughts:

A decent card. Normally you see utility creatures on smaller bodies. For example this could easily be a 3-cost 2/2 with the same effect. You can see what I said about it earlier in RCotD #64 about Magus of the Coffers. It's effectively the same thing.

However, this card doesn't have the same power level Magus of the Coffers. It's really just a a better Rampant Growth that on searches for Forests untapped... I guess that makes it Nature's Lore on legs.

So if you're combining the two cards, a 4-cost 4/4 plus a 2 cost sorcery is 6, so it's totally above the curve. Still a meh card, at least it's pretty decenty sized. 3/5