Pointed Discussion

Magic: The Gathering Card Comments Archive

Squall Line

Multiverse ID: 109702

Squall Line

Comments (14)

Vektor480
★★★☆☆ (3.6/5.0) (4 votes)
I prefer Hurricane...
Qazior
★★★☆☆ (3.6/5.0) (4 votes)
Hurricane costs 1 less but this is instant. Hard to say which one is better
HairlessThoctar
★★★☆☆ (3.5/5.0) (3 votes)
This is very good if only because it's direct damage in green of all things, blasting drakes and whatnot out of the sky is just a bonus.

Instant is also pretty neat, as green doesn't get to be sneaky as much as other colors.

I wonder why it took them so long to do this for Hurricane what Fault Line did for Earthquake.
Tommy9898
★★☆☆☆ (2.8/5.0) (2 votes)
I prefer this over hurricane, play it at end of their turn, if they counter it than play one on your turn. Die faeries.
Weeples
★★★☆☆ (3.0/5.0) (1 vote)
I have a question actually. If I use Commandeer from Coldsnap, what exactly do I Commandeer? I had a friend try and re-direct all the damage in a group game to other players and away from himself, and I didn't think this was the right interpretation of the card. Thanks.
Omenchild
★★★★☆ (4.5/5.0) (2 votes)
@Weeples
This does not target, so no. Unless the word says target, Commandeer only lets you take control of the spell.... which wouldn't matter for this card.

Tell him he's stupid.
XTwistedsoulX
★★★★☆ (4.0/5.0) (2 votes)
Great flavor, whole time spiral block. Greens Faultline... earthquake and hurricane.... Memorys guys, thats what that set was all about. Good times.
Kryptnyt
★★☆☆☆ (2.8/5.0) (2 votes)
Arashi, the Sky Asunder's channel ability is the better choice most of the time. Especially if you're Tommy9898 and have to deal with Fae. He doesn't hit players unless you cast him and attack though.
cjgrimmreaper
★★★★☆ (4.6/5.0) (5 votes)
I would have to say that I really like this card. It's Hurricane at instant speed which is great considering you only have to pay Green more for it's ability
MasterOfEtherium
★★☆☆☆ (2.0/5.0) (3 votes)
I Like Hurricane Better. But I'm Sure In Some Cases This Is Better And With All The Mana Available In Green I'm Sure It's Not Much Of A Draw Back Plus Harder To Counter.
Blackshayde
☆☆☆☆☆ (0.0/5.0)
Very strong card. Instant speed is key, and its basically a game finisher. Get your opponent down to lesser life than you and play this thing to end it. Downside is sometimes the card is absolutely worthless if your losing or the opponent has no flyers. (very common)
BongRipper420
☆☆☆☆☆ (0.0/5.0)
If nothing else, this is direct damage at instant speed in green, which doesn't happen very often. The fact that it happens to be removal is a nice bonus as well.

I have a mono-green Elf ramp deck where this is an easy finisher. I can't count how many times I've ended games (1v1 and large multiplayer alike) with a Squall Line for ridiculous damage, while I've been safely out of range of this weapon thanks to a Wellwisher or two. I love this card, even if it has a tendency to suck the fun out of certain games.

Also, I honestly prefer this over Hurricane always. Yeah, it costs Green more to cast, but I find the instant speed is more than worth it. Plus green shouldn't have any trouble coming up with that extra mana.
Discoduck
☆☆☆☆☆ (0.0/5.0)
I love the few green cards that deal damage to all players - after all, unlike red, green has some very good life gain cards, meaning you can ramp into a massive this after using stuff like Nourishing Shoal or Lifegift to give yourself a pretty big buffer. Not the strongest strategy out there, but a fun way to win in green that isn't "I attack you with big stompy X," so I like it.
Missile_Penguin
★★★★★ (5.0/5.0) (2 votes)
Nearly every single Time Spiral card was an homage to at least one previously printed card.

This card references Fault Line; much like that card was an instant Earthquake, this is an instant Hurricane!