Pointed Discussion

Magic: The Gathering Card Comments Archive

Soaring Seacliff

Multiverse ID: 177541

Soaring Seacliff

Comments (16)

Mode
★★★★☆ (4.9/5.0) (6 votes)
Interesting effect, not necessarily as good as +2/+0 as the red version of this cycle does, but possibly useful to help a creature dealing damage to your opponent, or (while not playing Standard) when used with Student of Elements.
ZEvilMustache
★★★★★ (5.0/5.0) (6 votes)
I like theStudent of Elements note. That card was always so close to playable. I love the flavor of a cliff that grants flying :D When playing blue in limited, I like to hold a few excess lands to hint at possible counter spells. I like how well this fills that particular role.
Bauble
★★★★☆ (4.7/5.0) (6 votes)
This card practically replaces Jump. I used this card's ability on Darkstell Colossus the other day. Didn't feel right, somehow. I kept imagining little pixie wings popping out of Mr. Darksteel's back. Blehh. /:
sportgenius
★★★★☆ (4.5/5.0) (2 votes)
love this card and teetering peeks with living tsunami in zen limited. its just mean giving a dude flying every turn
nimzo
★★★★☆ (4.7/5.0) (3 votes)
Fine with Oran-Rief Recluse, Scattershot Archer, Tajuru Archer (killing) or Earthquake, Seismic Shudder (saving) a creature... It's a land, not a "Jump"!...
UNBAN_SHAHRAZAD
★★★☆☆ (3.8/5.0) (3 votes)
Good in limited even if you're not playing blue. I've used its Jump ability to get one of my ground pounders through for the win.
Gaussgoat
★★★★☆ (4.7/5.0) (3 votes)
Great card, particularly for Landfall effects. Drop this guy and watch your Baloth Woodcrasher go nuts :D

4/5
SorianSadaskan
★★★★☆ (4.2/5.0) (2 votes)
This card surprises your opponents and often caught them with their pants down. An outstanding way to deal the final damage, and a humiliating defeat for your opponents.
Joseph_Leito
★★★☆☆ (3.6/5.0) (5 votes)
Blech. I don't find this card even remotely worth putting in a deck, there are far better lands even in Standard to put in. Like Islands.

That said, I wouldn't leave this for a last pick in a draft.
Nathreet
☆☆☆☆☆ (0.0/5.0)
Surprisingly bad because you never draw it when you need it, and missing a land drop to save it would be even worse. I'd recommend only playing it in a deck where flight isn't essential yet always nice if you do get it. Like a creature deck that doesn't mind attacking on the ground too.
Narim
★★★★★ (5.0/5.0) (3 votes)
You can also use it to allow your Jagged-Scar Archers to shoot at your enemies :P
SarpNasty
★★★★★ (5.0/5.0) (1 vote)
Think of this as an sorcery speed jump that cannot be countered. This is deadly with infect. Following up a turn 4 Phyrexian Vatmother with this card usually means 4 poison counters to them. It's even better if you equip a Piston Sledge. 7 poison on turn 5 is crippling.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
Gotta kill those phantasms.
infernox10
★★★★★ (5.0/5.0) (1 vote)
Nice way in blue to effectively deal with Phantasmal Bear?
Salient
★★★★★ (5.0/5.0) (1 vote)
The creature that gains flying doesn't have to be yours, so you can push something off a cliff and then hunt it with the Predator.

This whole cycle of enters-play-tapped, does-something-cool land was awesome.
Kestrelio
☆☆☆☆☆ (0.0/5.0)
Niche, but an indispensable tool for a Ninja deck.