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Prophecy - a Complete Review (green)

109. Avatar of Might, 6GG, Creature - Avatar 8/8, Rare Trample If an opponent controls at least four more creatures than you, Avatar of Might costs 6 less to play.

==> TOUR: 2 - FUN: 4
You can't really count on your opponent having 4 more creatures than you do. You can't even count on your opponent having creatures period. You can try to give him or her creatures, but that idea seems a bit flaky. Defense of the Heart has a similar problem. That doesn't mean this card is bad, though. An 8/8 trampler for 8 mana is undercosted if anything, but creatures with a small disadvantage are almost automatically better because they are a lot easier to cast. Child of Gaea for example or Endless Wurm.

110. Calming Verse, 3G, Sorcery, Common Destroy all enchantments you don't control. Then, if you control untapped lands, destroy all enchantments you control.

==> TOUR: 4 - FUN: 4
Green is one of the colours that doesn't mind tapping out on their turn, so this is very playable. Still, with the tiny number of enchantments green usually runs, Reverent Silence or even Tranquility could be better choices, even if it destroys the occasional enchantment.

111. Darba, 3G, Creature - Beast 5/4, Uncommon At the beginning of your upkeep, unless you pay GG, sacrifice Darba.

==> TOUR: 4 - FUN: 3
This is a good creature, but nothing too special. Blastoderm is still the beatdown of choice for me.

112. Dual Nature, 4GG, Enchantment, Rare Whenever a creature card comes into play, its controller puts a creature token into play, treat this token as a duplicate of the creature. Whenever a creature card leaves play, destroy all tokens with the same name as that creature. If Dual Nature is removed from play, remove all token creatures created by Dual Nature from the game.

==> TOUR: 1 - FUN: 5
Green doesn't need extra creature power and definitely not at 6 mana. The fun possibilities are endless, though. Get two uses out of every card with a comes-into-play effect and one Yavimaya Elder suddenly gets you 6 cards. There are probably a few convoluted combos possible as well.

113. Elephant Resurgence, 1G, Sorcery, Rare Each player puts a green elephant creature token into play. These tokens get "This creature's power and toughness are equal to the number of creatures in its controller' graveyard."

==> TOUR: 5 - FUN: 4
Finally green gets another good answer to creature removal. It's no Lhurgoyff, but at only half the price, it doesn't have to be. It probably works best as a sideboard card against creature-light decks. There's no need to worry much about Treachery and the likes with this card either.

114. Forgotten Harvest, 1G, Enchantment, Rare At the beginning of your upkeep, you may remove a land card in your graveyard from the game. If you do, put a +1/+1 counter on target creature.

==> TOUR: 2 - FUN: 3
It's too hard to make this card work, as you have to worry about getting land in your graveyard and getting a creature to use this ability on.

115. Jolrael, Empress of Beasts, 3GG, Creature - Spellshaper Legend 3/3, Rare 2G, T, Discard two cards from hand: Until end of turn, all lands target player controls are 3/3 creatures that are still lands.

==> TOUR: 2 - FUN: 4
It's one way to trigger the Avatar of Might. With a Powder Keg for 0, you get a one sided Armageddon. Fun, but not an easy combo to pull off.

116. Jolrael's Favor, 1G, Enchant Creature, Common You may play Jolrael's Favor any time you can play instants. 1G: Regenerate enchanted creature.

==> TOUR: 2 - FUN: 4
This is a Regeneration and a 4 mana Death Ward in one. Nothing to get excited about, because neither card is good enough to get played. Still, the potential cardadvantage is nice.

117. Living Terrain, 2GG, Enchant Land, Uncommon Enchanted land is a 5/6 green Treefolk creature that's still a land.

==> TOUR: 4 - FUN: 5
A 5/6 for 4 mana is pretty good, even if it is a lot more vulnerable than normal creatures. Land destruction and enchantment removal kills it, as well as normal creature destruction. Still, it's worth it for a creature that can block Blastoderms and live. You can also use Sheltering Prayers to make it untargettable, but that's probably not a very strong tactic. If you cast it on a Spawning Pool, you can regenerate it by turning it into a 1/1 and paying the regenerate cost. It's also good if you don't want any creatures in your deck because you want to use Nether Spirit or fill your graveyard with Oath of Druids, yet still want something more than a few Treetop Villages to work with.

118. Marsh Boa, G, Creature - Snake 1/1, Common Swampwalk

==> TOUR: 1 - FUN: 1
This sure isn't the swamp version of River Boa. This is just a Plague Beetle cunningly disguised as a Marsh Boa. The real Marsh Boa probably looks something like this: 1G for a 2/1 with first strike and swampwalk. Well, I can dream, can't I?

119. Mungha Wurm, 2GG, Creature - Wurm 6/5, Rare You can't untap more than one land during your untap step.

==> TOUR: 5 - FUN: 3
Of all the green creatures for 4 mana, this one is probably the best at the moment. I still prefer Blastoderm for its untargetability, but this one is bigger, can be Rancored to give it trample and it doesn't fade away after 3 attacks. The drawback can be lived with as long as Mungha Wurm rounds out the mana curve.

120. Pygmy Razorback, 1G, Creature - Boar 2/1, Common Trample

==> TOUR: 1 - FUN: 1
A 2/1 creature with trample is like a 0/3 creature with first strike or an unblockable creature with flanking or a cantrip with cycling.

121. Rib Cage Spider, 2G, Creature - Spider 1/4, Common Rib Cage Spider can block creatures with flying.

==> TOUR: 3 - FUN: 2
Compared to Canopy Spider, this costs 1 extra mana for 1 extra toughness. I don't think that's worth it. Of course, the Canopy Spider isn't in type 2 anymore, but that doesn't make this one playable.

122. Root Cage, 1G, Enchantment, Uncommon Mercenaries don't untap during their controllers' untap steps.

==> TOUR: 2 - FUN: 1
As a hoser, it beats the rebel hoser red got, because this actually stops their tutor ability completely. Not to mention that black decks don't have any enchantment removal. Too bad mercenary decks aren't nearly as popular as rebel ones.

123. Silt Crawler, 2G, Creature 3/3, Common As Silt Crawler comes into play, tap all lands you control.

==> TOUR: 3 - FUN: 2
A splashable Trained Armodon with a drawback that isn't too big. It could interfere with keeping regenerate mana open, but the bigger problem is that there are better creatures for the cost.

124. Snag, 3G, Instant, Uncommon You may discard a forest from your hand instead of paying Snag's mana cost. Prevent all combat damage that would be dealt by unblocked creature this turn.

==> TOUR: 2 - FUN: 1
Four mana is an awful lot for what's basically a Fog. If you play that Forest you have to discard for the alternate casting cost, you have just the G available to cast a normal Fog.

125. Spitting Spider, 3GG, Creature - Spider 3/5, Uncommon Spitting Spider may block as though it has flying. Sacrifice a land: Spitting Spider deals 1 damage to each creature with flying.

==> TOUR: 2 - FUN: 3
Good against gliders, but too defensive for aggressive decks and sacrificing lands isn't very good in a control deck.

126. Spore Frog, G, Creature - Frog 1/1, Common Sacrifice Spore Frog: Prevent all combat damage that would be dealt this turn.

==> TOUR: 4 - FUN: 5
A poor man's Dawnstrider. Still, it's immediately useful and you don't have to keep it untapped. Possibly a good sideboard card against other green decks, to buy an extra turn or to "counter" a Giant Growth or Might of Oaks. Lots of fun with Oath of Ghouls or Dual Nature.

127. Squirrel Wrangler, 2GG, Creature - Druid 2/2, Rare 1G, Sacrifice a land: Put two 1/1 Green Squirrel tokens into play. 1G, Sacrifice a land: All Squirrels get +1/+1 until end of turn.

==> TOUR: 3 - FUN: 5
Holy Squirrels, Batman! You can get a lot of creatures with this, but it's too slow for tournament play I think. It doesn't really combo well with Deranged Hermit, because that requires a lot of mana, while this card uses up a lot of lands, but I can live with that.

128. Thresher Beast, 3GG, Creature - Beast 4/4, Common Whenever Thresher Beast becomes blocked, defending player sacrifices a land.

==> TOUR: 3 - FUN: 4
This looks good in theory, but a 4/4 doesn't really need blocking to be discouraged. Most playable blockers will die to it anyway, so blocking this won't be very popular to begin with. It's only really useful against regenerators and creatures with protection from green (aka Mother of Runes).

129. Thrive, XG, Sorcery, Common Put a +1/+1 counter on each of X target creatures.

==> TOUR: 1 - FUN: 2
Let's see, if you have 1 creature, you pay 2 mana for +1/+1. A bit like Tiger Claws. For 2 creatures, you pay 3 mana for the effect of an Elven Rite, which costs only 2. For 3 creatures you pay 4 mana, the cost of a Titania's Boon, which already gives all your creatures a +1/+1 counter, including your Blastoderm. So what is Thrive good for? It'd be a lot more playable if you didn't need X target creatures.

130. Verdant Field, 2G, Enchant Land, Uncommon Enchanted land gains "T: Target creature gets +1/+1 until end of turn."

==> TOUR: 1 - FUN: 3
Green already has a few older cards that are similar, enchant lands which pump creatures. This one is a bit on the expensive side and the effect isn't big enough to bother.

131. Vintara Elephant, 4G, Creature - Elephant 4/3, Common Trample 3: Vintara Elephant loses trample until end of turn. Any player may play this ability.

==> TOUR: 1 - FUN: 1
Five mana for a 4/3 that might have trample isn't my idea of a great card. I've probably been spoiled by all the 4 mana green creatures that are bigger and better than this.

132. Vintara Snapper, GG, Creature - Turtle 2/2, Uncommon Vintara Snapper can't be the target of spells or abilities as long as you don't control an untapped land.

==> TOUR: 5 - FUN: 4
It's a bit like a small version of Autumn Willow. You can make it untargettable at will, as long as you can deal with the potential mana burn, yet you can still cast Rancor or Giant Growth on it

133. Vitalizing Wind, 8G, Instant, Rare All creatures you control get +7/+7 until end of turn.

==> TOUR: 3 - FUN: 5
If any of these winds turn out to be playable, this one is probably it, because of fast green mana like Gaea's Cradle, Rofellos and Priest of Titania. Sure, other winds like the black and blue ones are a lot more devastating in the long run, because they respectively nuke your board position or your library, but who cares about the long run if your opponent just dies after one of these? If an Overrun usually wins the game, Vitalizing Wind will as well. Even if your opponent has enough blockers to survive (after all, this card doesn't give trample), you've put a big hole in his defenses. Because it's an instant, you can bluff your opponent into unfavourable blocking as well. Still, I'm not convinced even green can reliably get to 9 mana to make this useful. Overrun was better, because it was enough to kill and cheap enough to cast.

134. Wild Might, 1G, Instant, Common Target creature gets +1/+1 until end of turn. That creature gets an additional +4/+4 until end of turn unless any player pays 2.

==> TOUR: 4 - FUN: 2
It's hard to predict the impact this card will have. On one hand it's a Might of Oaks for only half the price and only 2 damage less. On the other hand, if your opponent has plenty of mana, it's a more expensive version of Silk Net. Even if it is almost certain to be +5/+5 in serious play, I'd probably still rather play Invigorate and Giant Growth. But who knows, this might be just the card green needs to kill one turn sooner.

135. Wing Storm, 2G, Sorcery, Uncommon Wing storm deals X damage to each player, where X is twice the number of creatures with flying that player controls.

==> TOUR: 1 - FUN: 1
Except against a Radiant, Archangel theme deck, I don't really see the use for this. Even then, I'd rather play Hurricane for the cardadvantage.

 
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