Pointed Discussion

Magic: The Gathering Card Comments Archive

Boomerang

Multiverse ID: 129494

Boomerang

Comments (31)

davidsonstreet
★☆☆☆☆ (1.5/5.0) (6 votes)
I used to like this card very much, but it has not aged very well...
Messatsunokami
★★★☆☆ (3.0/5.0) (5 votes)
I guess it hasn't, but with planewalkers I think it could be useful especially as control is getting stronger.
Joseph_Leito
☆☆☆☆☆ (0.8/5.0) (10 votes)
This card used to be top of the heap for it's purpose, but it's really overshadowed by unsummon. There's usually not a non-creature worth sending back to the hand.
True_Mumin
★★☆☆☆ (2.6/5.0) (12 votes)
Guess what. Even this is considered too good for blue now. Cause it can bounce lands, and, you know, new players don't like it when you mess with their lands. Notice the land destruction also got nerfed in M10.
...
Wizards of the Coast: for kids, by kids.
Grimn777
★★★☆☆ (3.2/5.0) (5 votes)
planeswalkers are probably the reason this was seen as too powerful. bouncing a a chandra that is a turn away from ultimate is ridicuolous for 2 mana. great end game, great early game against lands, especially cip tapped ones (even better against borderposts)
person1234
★★★★☆ (4.9/5.0) (7 votes)
Sorry, Joseph_Leito but this card is far from overshadowed by Unsummon. Bouncing Lands or Planeswalkers can be much much more important that unsummoning a creature. Not to mention that this can bounce creatures as well. The immense and very useful variety of uses are what make this card so much better than unsummon.
Locohead
★★★★☆ (4.7/5.0) (6 votes)
Highly versatile card. Bounce any permanent, that is what I would call one of the "fundamental" abilities of Magic. Especially for blue, to deal with those pesky things it didn't get a chance to counter. And one of the few dependable ways to deal with Planeswalkers.
OmniMarconi67
★★★★☆ (4.7/5.0) (7 votes)
Boomerang is by far the best bounce spell in the game, and the addition of planeswalkers has only made it that much better. Unsummon only targets creatures, and Chain of Vapor can't do lands, plus it gives your opponent a chance at reciprocation. Early or late, land or creatures or planeswalkers or enchantments, Boomerang handles them all for a turn, and that can make all the difference.
EnV
★★★☆☆ (3.0/5.0) (2 votes)
I personally do not care about new players. I teach friends but I lead them to play my way. Whatever It's not like you will be running into tons of newbies anytime soon. I mean new players have to learn that there are better decks then theirs, better players, and more strategies. I never got help I taught myself to play.
reddaemon
★★★☆☆ (3.8/5.0) (5 votes)
This card is great. If you go first and your opponent doesn't play a 1 drop, Boomerang his land then laugh at the end of his turn when he has to discard!
SleetFox
★★★★★ (5.0/5.0) (2 votes)
An early Boomerang is absolutely deadly if you take out a land, especially one that comes into play tapped like a Savage Lands or something. It also is a very reliable catch-all answer that will get rid of any troublesome permanent without shroud, at least temporarily.
Sanderleet
★★★★★ (5.0/5.0) (8 votes)
just put it on a Isochron Scepter, and laugh.
TheMoustacheCame
★★☆☆☆ (2.4/5.0) (7 votes)
i cant believe this will stop being legal soon, cries for reprinting :´(
They are takeing out the best of blue cuz u have to think with it, and new playes dont like it, they rather like "1 mana for a 20/20 trampeler flyer uncounterable annihilator 1000000"
And u know what iill be using it in extended, wanna see anyone trying to stop me. THEY MAY TAKE OUR LIVES BUT NEVER OUR BOOMERANG
Saikuba
★★★★★ (5.0/5.0) (2 votes)
When going first, if your opponent doesn't have a first turn play, this is essentially turn 2 time walk (bounce the land.) Which isn't as good as it sounds, but it is fun and hilarious. And a play that Wizards never wants to see happen again so I doubt that boomerang will ever be reprinted in a standard legal set.
Saxophonist
★★★☆☆ (3.0/5.0) (1 vote)
Seriously needs to be reprinted. NAO.
Pwnsaw
★★★★★ (5.0/5.0) (2 votes)
Bounce is one of the most versatile effects in the game, and this is the fundamental bounce spell. Generates positive tempo, takes tempo from your opponent, or saves one of your permanents in a pinch.

Bounce is worse with damage not using the stack, but it is still a strong fundamental ability.
Blackworm_Bloodworm
★★★★★ (5.0/5.0) (1 vote)
@Grimn777:
But then how do you explain the reprinting of Disperse in Scars? By that logic, surely Disperse is much too powerful. The same could be said for Into the Roil.

No, I can't see any reason for this not to be reprinted. It must be the lands... (Dammit, that's what I used this card for, versatility aside!)
DacenOctavio
★★★★★ (5.0/5.0) (2 votes)
Basically when used early to bounce lands on turn 2 and 3, it's like taking a Time Walk.

Such an amazing and versatile blue card.
mflanaga
★★★★☆ (4.0/5.0) (3 votes)
REPRINT IN M12 pleeeease!?
BegleOne
★★★☆☆ (3.5/5.0) (3 votes)
Did I just read somebody saying that Boomerang is too powerful because it's unfair for planeswalkers? Nothing could be farther from the truth. All colors need additional planeswalker hate starting about three sets ago, until a certain card starting with a "J" and ending in an "ace the Mindsculpter" is outright banned.
sniper_ix
★☆☆☆☆ (1.5/5.0) (2 votes)
This card will never be reprinted. It is far too easy to gain land advantage by going first. Considering standard has being reduced to "who can land their primeval titan first," it is not fair for blue to gain a 1 turn advantage without splashing green. As someone who plays both blue interrupt and mono-green, I can see both sides and can understand the importance of cards being kept to non-land permanents.
TheMurderousKitten
★★☆☆☆ (2.8/5.0) (2 votes)
@sniper_ix: "It's not fair for blue to gain a 1 turn advantage without splashing green"? Really? Why on earth should Blue have to rely on Green to gain an advantage? Blue has always been about control, and should not have to rely on any other color to accomplish its purposes. Without getting some sort of advantage from controlling tempo, Blue has little chance against a mana ramp deck. Green does not have to rely on Blue to get its mana ramp and monstrous creatures on the table, and Blue should not have to rely on Green to function either. Blue is naturally a slower color, and I think it is perfectly reasonable for it to have the ability to slow down other decks accordingly.
NoobOfLore
☆☆☆☆☆ (0.0/5.0)
I'm just fine with Regress, and since I don't play at the level in which this is totally broken, I don't care much whether or not it is ever reprinted.
non1337
★★★☆☆ (3.5/5.0) (3 votes)
If wotc is so scared about land bouncing, just reprint it like this:

BlueBlue
Return target non-land permanent to its owner's hand, or return target land to its owner's hand if it is tapped.

Problem solved.
grandpraetor
☆☆☆☆☆ (0.0/5.0)
Dear Wizards of The Coast,
for god's sake, bring it back.
Nothing in MtG today can worth the face of my oponent when I bounce his very only land in the turn 1. We, azure mages, zephyr mages and Teferi's followers, are already w/o counterspeell.
Please, have mercy, and bring boomerang it back.

The RDW, and the monoB-infect is the only mono colored decks that make a top8 or top4 today (as I see from here). The U will never be a match for them without boomerang and counterspell. It's so unfair... I really miss this card. My first competition deck was the Devotion-Megrim, running four copies of boomerang.
djflo
☆☆☆☆☆ (0.0/5.0)
@OmniMarconi, I disagree. Boomerang is a great card, but overshadowed by Echoing Truth and Into The Roil in most situations IMO. The double blue mana cost really hurts when mono-U isn't a viable archetype (and it was for a very long time, it shouldn't always be) and the extra effects of the abovementioned bounce spells outweigh the potential for early land bounces, which is really the only thing it's got on them.
AMart83
☆☆☆☆☆ (0.0/5.0)
Rating: 5/5 as far as bounce spells go.

For me, it's really between this, Into the Roil, and Banishing Knack.

Banishing Knack Blue:
-Good:
--Cheapest of all bounces, letting you play another spell or two
--Unsuspecting if you're opponent doesn't play you for having a 1 mana blue spell
--Combos with untapping abilities
-Bad:
--Requires a creature (a control deck might not like this)
--That creature is susceptible to removal/burn/bounce, getting you 2-for-1'd, failing to bounce your intended target
--It can't go after lands (whether your opponents or one of your own if playing against LD)
--It can't go after Planeswalkers

Into the Roil 1Blue:
-Good:
--Cheaper and easier to cast than Boomerang in a multi-colored deck
--Flexible
--Cantrips
--A good card in the early game and the mid-late game
-Bad:
--If it's kicked and your opponent manages to make the target illegal, you don't get to bounce the intended target, you don't draw a card, and you tapped out 4 mana for nothing
--It can't go after lands
--It can't go after Planeswalkers

Boomerang BlueBlue:
-Good:
-Goes after lands. If you play 2 in a row in the early game while hitting your land drops, your opp. might not be able to catch up before it's too late.
--Goes after Planeswalkers
-Bad:
--Not very splashable
orisiti
☆☆☆☆☆ (0.0/5.0)
@ AMart83
Just to clarify for everyone.... into the roil CAN target planeswalkers, as can Banishing knack.
I am confused as to why one would think otherwise.
Kragash
☆☆☆☆☆ (0.0/5.0)
Good vs any deck. There is always a permanent you can bounce back. I've yet to see even burn decks, which use few permanents, not play lands.

Are there many cards that can claim to be good vs all types of decks? Nope, but this one can. Good for slowing aggro, good to disrupt combo, controls control.

It's good early game to bounce opponent lands, it's good late game to bounce threats.

Are there many cards that can claim to be good early and late game? Nope, but this one can.
kashonismw
☆☆☆☆☆ (0.0/5.0)
Great utility card, can bounce ANY threat back to the hand a well as save your own from destruction/mind control/exile/ect. Even if they don't reprint this in standard, it will aways be a great card for modern, EDH and causal play. I don't belive this card is "too powerful" due it's double U cmc, but I can see how in the right standard environment UU can be pretty easy to cast early game.
Technetium
☆☆☆☆☆ (0.0/5.0)
This is blue's best way for handling threats that it didn't have counterspells for. Wait until you get a counter (if you can wait), then boomerang and counter.