I love the idea behind the art on this card, but it really lacks practical use. With cards like Giant Growth, Might of Oaks, and all the other instant speed power-pumps, the sorcery speed really ties this thing down. I guess it could have it's uses--like a reliable pump in an unblockable deck (wouldn't care about sorcery speed).
Donovan_Fabian
★★☆☆☆ (2.8/5.0)(2 votes)
This is actually an especially nice card in some ways, because if you drop it with a primal forcemage in play you can boost two things a turn and then just apply to creatures with haste. The major problem with this card to me is its a sorcery, and half the reason to play something like giant growth is to surprise your enemy. If they know its coming it doesn't pack the same kind of power.
Tommy9898
★★★☆☆ (3.2/5.0)(4 votes)
Wonder why it costs so much to suspend. Not like suspend for one green would have broke the game.
ultratog1028
★★★★☆ (4.8/5.0)(6 votes)
SO BAD.
why?
1. 5 mana hard cast for a 1 mana effect.
2. If you suspend it, there is no guarantee that you'll have creatures when it resolves.
3. Overrun costs just as much and is much better, even if you have only one creature.
4. Sorcery speed/going off in the upkeep ensures that the creature will be blocked 90% of the time.
5. Even if you do suspend it, your opponent might do something that makes you not want to attack.
6. Takes too long to unsuspend.
7. If countered or if it doesn't have a legal target, it will NOT resuspend itself.
However, from the art, it appears as if this was intended to put 3 +1/+1 counters on a creature each time it was cast (Notice each Wurm coil growing larger each casting. that doesn't seem like temporary pump to me). If so, then this card would have been alright. Instead of bad.
Well, the first thing I'd like to say is, that with any of the 'basic effect' spells (pump, damage, destroy target, draw, life gain) you should ask yourselves: Why this, over any other card?
This is for +6/+6. it's delayed, and it's not as good as direct damage or counters, but it still has the potential to be a pretty big effect. I think that, considering it CAN be a Lava Axe if things go quite well for you, and that it does interact well with Manaplasm-types (which includes both casts being copyable), and that it can target different creatures, that is actually OK for the hard cast.
The knobs that I'm not sure whether they could turn a bit sharper are: number of time counters; suspend cost; speed; number of suspend turns.
3 turns and 3 counters is I think a harder cost than the cast. After all, Green is the color of mana dorks, and after looking at lots of high-costing cards that turned out to be plenty well playable because the effects were strong, if they had changed it to Suspend 1 and 1 Time Counter, then the card would have been very good. Also might have been a rare.
Instant vs. Sorcery speed is a tricky thing to judge. If this card has as much potential as I think it does, it may not need Instant speed. Sorcery speed pumping would normally want instant speed for combat tactics, but if you're pumping big enough, you can play pump like Lava Axe instead of like Lightning Bolt, and be fine.
Either changing how much time it takes to work, or changing the Suspend cost to to match Giant Growth, would have made this card twice as good as it is, and it's already playable. But remember- every little change on a card like this has more impact than you think it does, and changing it to:
Instant 1 time counter Suspend 1
Would have been a LOT better than Giant Growth, and probably better than Overrun.
This is just attrocious. I can see no reason to ever use this. It may have a very slight advantage over auras due to its ability to move and difficulty to remove, but at the same time, it's unreliable and temporary.
HuntingDrake
☆☆☆☆☆ (0.0/5.0)
@ultratog1028: Ah, your +1/+1 counter theory makes sense! After all, evolution doesn't normally wear off so quickly.
The fact that this targets exactly one creature makes it very vulnerable to removal. If it targeted two creatures, or just pumped your whole team, it wouldn't be so apt to fizzle out.
Comments (10)
why?
1. 5 mana hard cast for a 1 mana effect.
2. If you suspend it, there is no guarantee that you'll have creatures when it resolves.
3. Overrun costs just as much and is much better, even if you have only one creature.
4. Sorcery speed/going off in the upkeep ensures that the creature will be blocked 90% of the time.
5. Even if you do suspend it, your opponent might do something that makes you not want to attack.
6. Takes too long to unsuspend.
7. If countered or if it doesn't have a legal target, it will NOT resuspend itself.
However, from the art, it appears as if this was intended to put 3 +1/+1 counters on a creature each time it was cast (Notice each Wurm coil growing larger each casting. that doesn't seem like temporary pump to me). If so, then this card would have been alright. Instead of bad.
This is
The knobs that I'm not sure whether they could turn a bit sharper are: number of time counters; suspend cost; speed; number of suspend turns.
3 turns and 3 counters is I think a harder cost than the cast. After all, Green is the color of mana dorks, and after looking at lots of high-costing cards that turned out to be plenty well playable because the effects were strong, if they had changed it to Suspend 1 and 1 Time Counter, then the card would have been very good. Also might have been a rare.
Instant vs. Sorcery speed is a tricky thing to judge. If this card has as much potential as I think it does, it may not need Instant speed. Sorcery speed pumping would normally want instant speed for combat tactics, but if you're pumping big enough, you can play pump like Lava Axe instead of like Lightning Bolt, and be fine.
Either changing how much time it takes to work, or changing the Suspend cost to
Instant
1 time counter
Would have been a LOT better than Giant Growth, and probably better than Overrun.
This is just attrocious. I can see no reason to ever use this. It may have a very slight advantage over auras due to its ability to move and difficulty to remove, but at the same time, it's unreliable and temporary.
Ah, your +1/+1 counter theory makes sense! After all, evolution doesn't normally wear off so quickly.
The fact that this targets exactly one creature makes it very vulnerable to removal. If it targeted two creatures, or just pumped your whole team, it wouldn't be so apt to fizzle out.