this is crazy. if you play a red+green+black deck, this card's gonna own! cos practically every turn (if you have a 1 mana cost green and/or black creature) it's gonna get +1/+1!
bert4real
★★★★☆ (4.2/5.0)(4 votes)
I play this card a lot and sometimes it gets really big! Once, my opponent played pacifism on it and then just let it be. Once i removed the enchantment several turns later, game over.
Atrues
★★★★★ (5.0/5.0)(6 votes)
Wow... what were they thinking...
a 1/1, 3/3,5/5,7/7.. etc. For R....Why?
in a deck that can play a split black/green creature...
and even if the opponent kills it, they usually have to do it by removal, so your down one red mana and a card, they are down 2+ mana and a card... who is getting the better deal?
yes this card will usually die, but it means they have less to throw at your other creatures...
Lands are colorless and wouldn't count towards his bonus.
RJTheDestroyer
★★★★☆ (4.0/5.0)(2 votes)
"Lands are colorless and wouldn't count towards his bonus."
Yes, my mistake lol, so makes it a bit harder to beef him up.
DoctorKenneth
★★★★☆ (4.9/5.0)(9 votes)
Well, the mentality behind this, I would assume, goes as follows:
Any creature that restricts it's own potential so as to be situational deserves a boost in power. Sure, Wolf-Skull Shaman potentially spills 2/2 tokens on the board, but only if you're playing an elf deck. If not, he's a slightly better Grizzly Bear. It's a good card, but only if a hoop is jumped through. A card like Cancel is good due to it's placement in a number of blue decks, it's non-adherence to a certain strategy, and it's lack of hoops to jump through. If you pay 1UU, you're getting a Cancel, not a potentially stronger or weaker Cancel.
Now here's how that logic is flawed. Players are going to jump around the hoops in unexpected ways. They can ignore the hoops and break them in half. And chances are, if one takes the time to build a deck around the hoops (decks that have lots of support already- elf decks for Wolf-Skull Shaman, or Jund decks for the ooze), these cards can get out of control. When the deck is actually made, there is no downside. You're playing around it. And sometimes the benifits are so strong they dominate the game. It's like being rewarded for what you were going to do anyway.
Overpowered? Certainly not. But it gets frustratingly annoying having to race faster and faster decks, who seem to have gained speed by giving up something they didn't care about anyway.
But...um....it's good to see oozes featured on more cards.
Vinifera7
★★★☆☆ (3.5/5.0)(3 votes)
It's not possible for it to even start growing until turn 3, where it becomes a 3/3 under ideal circ^umstances. That's good, considering it only cost {R} on turn 1, but it doesn't work that way all of the time. It's nice that it creates a threat that must be dealt with for very little cost other than time, but in aggro you usually want something that doesn't require time to be good. Nevertheless, it's extremely fun to play this in casual games and watch your opponent's expression every time you lay this down on turn 1.
ChuckMickey
☆☆☆☆☆ (0.5/5.0)(9 votes)
LANDS ARE NOT COLORLESS!
xalwynx
★★★★★ (5.0/5.0)(2 votes)
pretty good card. basically works similar to figure of destiny in that it grows. that is, if you can keep either a black and/or green permanent in play. if your opponent leaves it alone, he might lose to it. if he kills it, he might wastes his removal on a 1 drop creature that could easily be replaced. great card. 5/5
Kurhan
★★★★☆ (4.4/5.0)(4 votes)
@ChuckMickey Lands cost {0} therefore they are colorless
@Neutralion The Kraj only takes activated abilites, this creature's abilities are triggered. It won't work on him.
Cigarette
☆☆☆☆☆ (0.0/5.0)
I'm in love with this card. 4 of these, and 4 putrid leech for my low drop creatures. Every time he hits the table someone sighs.
I have seen him removed almost every game, but hey, pretty good trade off. Now I have room for the real threats :D
If he isn't taken out quick, by turn 2 I have a 3/3, turn 3, a 5/5. Goes in any R/G/B deck.
Neutralion
☆☆☆☆☆ (0.0/5.0)
Typical Jund card. Fast, strenght, ferocious and never the same... in Confluxed or fourcolored deck, with Experiment Kraj...
@Kurhan: Such a pity... never mind, still very good card.
GunBlazer
☆☆☆☆☆ (0.0/5.0)
Fetchable with Ranger of Eos; unfortunately the ranger isn't in Jund colors so a ziggurat-ish deck may be the only way to use them together.
A vast majority of the time, this guy just serves as a removal magnet. But the best kind of magnets are the super-cheap ones that almost NEED to be taken care of. Another prime example of this would be Dragonmaster Outcast.
I never ran into a single Jund player running this before Alara rotated out.
DacenOctavio
★★★★☆ (4.8/5.0)(2 votes)
@ ChuckMickey:
Basic Lands are defined as colorless permanents with the ability "tap: add one mana of the given color to your mana pool."
Nonbasic lands are colorless permanents that may or may not have such an ability, may may tap for more than one color of mana, or may simply be fetch lands.
The given color is indicated in the current printings of land cards by the large mana symbol on the lower section of the card, but since the permanent itself has no mana cost, it has no color. For this reason, you could use a non-basic land like Valakut, the Molten Pinnacle to synergize with a mono-red deck and maneuver around cards that have Protection from Red, such as Kor Firewalker. Which would be essentially casting a colorless Lightning Bolt at near-instant speed.
@ DoctorKenneth:
You mean like putting Dragon Appeasement in an eldrazi spawn deck with Sarkhan the Mad, Grave Pact, Where Ancients Tread, and cheap, fast hitting eldrazi? At that point, Dragon Appeasement is no longer a bad Necropotence. Together with all the enchantments it makes your spawns and creatures you sac to Sarkhan read "Sacrifice this creature: Draw two cards. Each other player sacrifices a creature. If you control Rockslide Elemental, rape someone's face. If a spawn was sacrificed this way, add {1} to your mana pool. Otherwise, Where Ancients Tread deals 5 damage to target creature or player."
@ Tezz:
Run in conjunction with Scute Mob. It will put people off.
Kryptnyt
☆☆☆☆☆ (0.0/5.0)
@DacienOctavio I guess this ooze is a decent reason to run Dragon Appeasement over Fecundity, then? Its close, especially if you expect other people to profit from fecundity, but I like my 3 mana enchantment.
Good in any multicolored deck that does not use white or blue so umm yeah Jund is already good enough without it even if something makes it so it can't attack jarad is in its friend colors so just hit everyone with it.
Hepatizon
☆☆☆☆☆ (0.0/5.0)
You basically can just run this in a black/green deck for disposable mana if you want. Otherwise, it's a nice quick horrible creature in a three-color.
Comments (28)
a 1/1, 3/3,5/5,7/7.. etc. For R....Why?
in a deck that can play a split black/green creature...
and even if the opponent kills it, they usually have to do it by removal, so your down one red mana and a card, they are down 2+ mana and a card... who is getting the better deal?
yes this card will usually die, but it means they have less to throw at your other creatures...
Yes, my mistake lol, so makes it a bit harder to beef him up.
Any creature that restricts it's own potential so as to be situational deserves a boost in power. Sure, Wolf-Skull Shaman potentially spills 2/2 tokens on the board, but only if you're playing an elf deck. If not, he's a slightly better Grizzly Bear. It's a good card, but only if a hoop is jumped through. A card like Cancel is good due to it's placement in a number of blue decks, it's non-adherence to a certain strategy, and it's lack of hoops to jump through. If you pay 1UU, you're getting a Cancel, not a potentially stronger or weaker Cancel.
Now here's how that logic is flawed. Players are going to jump around the hoops in unexpected ways. They can ignore the hoops and break them in half. And chances are, if one takes the time to build a deck around the hoops (decks that have lots of support already- elf decks for Wolf-Skull Shaman, or Jund decks for the ooze), these cards can get out of control. When the deck is actually made, there is no downside. You're playing around it. And sometimes the benifits are so strong they dominate the game. It's like being rewarded for what you were going to do anyway.
Overpowered? Certainly not. But it gets frustratingly annoying having to race faster and faster decks, who seem to have gained speed by giving up something they didn't care about anyway.
But...um....it's good to see oozes featured on more cards.
Lands cost {0} therefore they are colorless
@Neutralion
The Kraj only takes activated abilites, this creature's abilities are triggered. It won't work on him.
4 of these, and 4 putrid leech for my low drop creatures.
Every time he hits the table someone sighs.
I have seen him removed almost every game, but hey, pretty good trade off.
Now I have room for the real threats :D
If he isn't taken out quick, by turn 2 I have a 3/3, turn 3, a 5/5.
Goes in any R/G/B deck.
@Kurhan: Such a pity... never mind, still very good card.
Basic Lands are defined as colorless permanents with the ability "tap: add one mana of the given color to your mana pool."
Nonbasic lands are colorless permanents that may or may not have such an ability, may may tap for more than one color of mana, or may simply be fetch lands.
The given color is indicated in the current printings of land cards by the large mana symbol on the lower section of the card, but since the permanent itself has no mana cost, it has no color. For this reason, you could use a non-basic land like Valakut, the Molten Pinnacle to synergize with a mono-red deck and maneuver around cards that have Protection from Red, such as Kor Firewalker. Which would be essentially casting a colorless Lightning Bolt at near-instant speed.
@ DoctorKenneth:
You mean like putting Dragon Appeasement in an eldrazi spawn deck with Sarkhan the Mad, Grave Pact, Where Ancients Tread, and cheap, fast hitting eldrazi? At that point, Dragon Appeasement is no longer a bad Necropotence. Together with all the enchantments it makes your spawns and creatures you sac to Sarkhan read "Sacrifice this creature: Draw two cards. Each other player sacrifices a creature. If you control Rockslide Elemental, rape someone's face. If a spawn was sacrificed this way, add {1} to your mana pool. Otherwise, Where Ancients Tread deals 5 damage to target creature or player."
@ Tezz:
Run in conjunction with Scute Mob. It will put people off.
I guess this ooze is a decent reason to run Dragon Appeasement over Fecundity, then? Its close, especially if you expect other people to profit from fecundity, but I like my 3 mana enchantment.
Corpsejack Menace.
That is all.
Turn 2: any Mountain, two of these guys