I like this one. Though blue doesn't really need something so aggressive.
CaptainNick
★★★☆☆ (3.5/5.0)(2 votes)
Seems like it'd work well with a W/U Allies deck. A possible turn one 2/2 Flyer isn't bad at all.
Wraique
★★★★☆ (4.2/5.0)(3 votes)
It's even got haste on turn 2.
Gaussgoat
★★★★☆ (4.0/5.0)(5 votes)
This card is so nasty; it gives you a hasted 2/2 flyer on turn 2! I had a really tough time in a draft tonight against someone who had two in the opening couple of turns, just nasty.
4.5/5
sir_dwar
★★★★☆ (4.5/5.0)(3 votes)
Wizards seems to be pushing blue as an evasive aggro color lately. Stuff like this and Sejiri Merfolk seem to be giving Blue some decent aggro.
EternalLurker
★★★★☆ (4.9/5.0)(17 votes)
Am I the only one who sees this as a great way to ensure land draws by putting it on a fetchland (Misty Rainforest, Scalding Tarn)? Since this is the cheapest of all the Zendikons, it's quite useful as such. Enchant your fetchland, keep attacking with it, and whenever you need a land and don't have any in your hand to play, sac the fetchland for an island and then play it again. Massive landfall boost as well.
But the fact that no one has ever mentioned this about any of the Zendikons, least of all this one, makes me wonder if there's something wrong with my train of thought...Is there?
True_Mumin
★★★☆☆ (3.7/5.0)(5 votes)
The only good Zendikon. And it's blue. Huh!
Layton
☆☆☆☆☆ (0.0/5.0)
i use this in my control deck with quicksand
-1/-2,,atack,next turn,kill a creature,wuicksad return to my hand,then it comes int play,actives the landfall and then again,i can kill another creature
True_Smog
☆☆☆☆☆ (0.0/5.0)
The best Zendikon and probably the only playable one.
lokasennna
☆☆☆☆☆ (0.0/5.0)
art doesn't really match the 2/2 p/t
poopooparty
☆☆☆☆☆ (0.0/5.0)
Does anyone know if you can rite of replication these zendikons and make a bunch of creature lands?
it's effectively 1 mana for a 2/2 flier. Even if it needs to go on a land, that's scary as hell.
@ EternalLurker, you generally want to set off your fetchland ASAP so you can get mana out. It's still an idea though, and it is an interesting way to reuse your fetchland if you need more lands.
ClockworkSwordfish
★★☆☆☆ (2.0/5.0)(3 votes)
This card is all fun and games until someone exiles your land. Then you're out an enchantment (CURSE YOU AURA CARD DISADVANTAGE!) and also out a land. If they Path this early enough, you could be out two turns, effectively. That's bad. Fortunately, I play only casually and none of us have ever even SEEN Path to Exile, and the cheapest removal is Duh. This card pwns in that format.
Bamsetrold
☆☆☆☆☆ (0.0/5.0)
It's a good Zendikon BECAUSE it's blue :)
teh_mummy
☆☆☆☆☆ (0.0/5.0)
what happens if you right of replication this thing? or throw a followed footsteps on it?
AngelxLegna
☆☆☆☆☆ (0.0/5.0)
This card beat me down at the prerelease.
Lunarblade
☆☆☆☆☆ (0.0/5.0)
:O
Vegemighty
☆☆☆☆☆ (0.0/5.0)
Hey, I'm new to the game. When you play this card, can the land still be tapped for mana? And if so, does that mean it cant attack or defend? Thanks, I'm a bit unclear on this
orangesuitcases
☆☆☆☆☆ (0.0/5.0)
@vengemighty That's exactly what that means. I love this card, but there is a reason that none of the Zendikons see a ton of play... Don't get me wrong, this card is good, but I don't know if there is a deck for it... being a white magic player I would path to exile this card so fast... I am however considering putting this in a blue/red control deck...
surewhynot
☆☆☆☆☆ (0.0/5.0)
I'm very disappointed by the Zendikons. This set is ZENDIKar, shouldn't the ZENDIKons be at least half-way decent?
achilleselbow
☆☆☆☆☆ (0.0/5.0)
Actually if someone Paths it, you're not out an enchantment and a land, only an enchantment, since Path essentially gives you the land back.
The easiest way to look at this is a 2/2 flier for 1 with an upkeep of 1. Would you play such a creature? I would.
a7d07c8114
☆☆☆☆☆ (0.0/5.0)
Just for giggles...what happens if you enchant a land with more than one Zendikon? Is a land with a Wind Zendikon and a Corrupt Zendikon on it a 2/2 flying or a 3/3? Or is it both? *gasp*
murdershot21
★★★★☆ (4.0/5.0)(1 vote)
Great card
WhiteyMcFly
☆☆☆☆☆ (0.0/5.0)
Oh look, the only way to remove it forever in the first turns is a path. and guess what? if it does get pathed, not only do you get a land back, but your opponent just pathed a one-drop.
n00bmag1
☆☆☆☆☆ (0.0/5.0)
If you play blue/green, this and Harrow are great together.
Also, new players should remember this effectively has haste as long as it's not enchanting a land you played this turn. You can even Harrow it in response to removal when it attacks.
Combined with green buffs it can be a very efficient hasted flyer.
allmighty_abacus
★★★★☆ (4.6/5.0)(7 votes)
For an animated flying mountain, 2/2 seems a little weak. I mean, that stone fist alone must be the size of a small town. Something just seems wrong when Sentinels of Glen Elendra can block it, kill it, and live to tell the tale.
divine_exodus
★★★☆☆ (3.2/5.0)(6 votes)
Great combo alert!!!
Turn 1: Island, Wind zendikon
Amazing!
Kennisiou
★★★☆☆ (3.0/5.0)(1 vote)
@EternalLurker
The issue with your train of thought is, aside from having a 2/2 flier to attack with for a few turns, you get the same end results as if you'd just drawn a fetchland in place of the wind zendikon.
Aun
★★★☆☆ (3.5/5.0)(2 votes)
This + Freed from the real + Fertile Ground
I think I just found another way to get a turn 3 Emrakul, muhahaha
blindthrall
☆☆☆☆☆ (0.0/5.0)
poopoo- I think the first one that dies would put the land back in your hand, but there's no actual card for the rest to effect. Otherwise that would be the ultimate sac/ fetch land/ huge landfall combo.
Here's a disgusting combo, that's better if they go first.
Turn 1: Zendikon their land.
Turn 2: Dark Ritual, Eradicate it. Congratulations. Your opponent now has one land for the rest of the game, assuming they hit the second land drop. The best part? It's in mill colors, in case the stubborn bastard won't scoop. I had someone nail me with this in a team game, not even sure what it would do, since they were using my deck. I already had five lands out, so it kind of helped by thinning my deck, but the implications are terrible.
ThisisSakon
☆☆☆☆☆ (0.0/5.0)
@Minus_Prime: the Daybreak Coronet combo is not possible on turn 2, it requires two plains. But I love the idea of turn 3 Baneslayer Island.
Minus_Prime
☆☆☆☆☆ (0.0/5.0)
Add Daybreak Coronet. 5/5 Flying, First Strike, Lifelink, Vigilance -- it's like every angel combined, doable on turn 2. Tapped, unfortunately.
Also, Kennisiou, Eternal Lurker was saying that you can fetch up two lands if you play this on something like a Terramorphic Expanse. Sac the land to go get another one, but the sacced land goes back into your hand to be reused next turn. You get two basic lands off one fetchland. So this enchantment gets you a 2/2 flyer almost as early as possible, and mana acceleration later. Or a pseudo-DIY-Baneslayer Angel as I noted above.
1.Enchant opponents land 2. Eradicate it. 3. ??? 4. Profit!!
Axelle
☆☆☆☆☆ (0.0/5.0)
2/2 flying haste on turn 2. Nice.
tantallum99
☆☆☆☆☆ (0.0/5.0)
great combo'd with darksteel citadel. indestructible flying 2/2 by turn 2. not bad.
RuscoJames
☆☆☆☆☆ (0.0/5.0)
Roo***er Matriarch works humorously with this card (This link functions despite the censor)
Arachnos
☆☆☆☆☆ (0.0/5.0)
2/2 flyer, 1 mana? This thing puts Storm Crow to shame!
raptorman333
☆☆☆☆☆ (0.0/5.0)
Turn 1: Island and this. Turn 2: Swamp. Dark Ritual. Eradicate. Turn 3: Where are you going? Why is everyone leaving me???
@Paleopaladin: it would get pumped
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
Unfortunately game-play and flavor are not lining up on this one. In a perfect world, this would be an incredibly powerful creature.
Still its a 2/2 flying creature for . 4/5
Surnis1
☆☆☆☆☆ (0.0/5.0)
We recently got into an argument recently over what card is meant by "that card". I think it means the land goes back to hand, otherwise it would say "this card" instead, if the enchantment was going back to hand, but some of the guys disagree. Since there are no rulings on this, it must be super obvious to everyone but us! So to make sure, who is right? The land or the enchentment goes back to hand?
Comments (47)
4.5/5
But the fact that no one has ever mentioned this about any of the Zendikons, least of all this one, makes me wonder if there's something wrong with my train of thought...Is there?
-1/-2,,atack,next turn,kill a creature,wuicksad return to my hand,then it comes int play,actives the landfall and then again,i can kill another creature
@ EternalLurker, you generally want to set off your fetchland ASAP so you can get mana out. It's still an idea though, and it is an interesting way to reuse your fetchland if you need more lands.
The easiest way to look at this is a 2/2 flier for 1 with an upkeep of 1. Would you play such a creature? I would.
Is a land with a Wind Zendikon and a Corrupt Zendikon on it a 2/2 flying or a 3/3? Or is it both? *gasp*
Also, new players should remember this effectively has haste as long as it's not enchanting a land you played this turn. You can even Harrow it in response to removal when it attacks.
Combined with green buffs it can be a very efficient hasted flyer.
Turn 1: Island, Wind zendikon
Amazing!
The issue with your train of thought is, aside from having a 2/2 flier to attack with for a few turns, you get the same end results as if you'd just drawn a fetchland in place of the wind zendikon.
I think I just found another way to get a turn 3 Emrakul, muhahaha
Here's a disgusting combo, that's better if they go first.
Turn 1: Zendikon their land.
Turn 2: Dark Ritual, Eradicate it. Congratulations. Your opponent now has one land for the rest of the game, assuming they hit the second land drop. The best part? It's in mill colors, in case the stubborn bastard won't scoop. I had someone nail me with this in a team game, not even sure what it would do, since they were using my deck. I already had five lands out, so it kind of helped by thinning my deck, but the implications are terrible.
Also, Kennisiou, Eternal Lurker was saying that you can fetch up two lands if you play this on something like a Terramorphic Expanse. Sac the land to go get another one, but the sacced land goes back into your hand to be reused next turn. You get two basic lands off one fetchland. So this enchantment gets you a 2/2 flyer almost as early as possible, and mana acceleration later. Or a pseudo-DIY-Baneslayer Angel as I noted above.
Negative, @ThisisSakon, it is doable on turn 2 with some of those fancy dual-lands like Adarkar Wastes, Glacial Fortress(sometimes), Hallowed Fountain, Mystic Gate, Seachrome Coast, Wanderwine Hub(sometimes), Dromar's Cavern, and Tundra.
Nice. Works with Tectonic Edge, too.
Better yet, give your opponent one of these, then Eradicate it. Problem also solved.
2. Eradicate it.
3. ???
4. Profit!!
(This link functions despite the censor)
Turn 2: Swamp. Dark Ritual. Eradicate.
Turn 3: Where are you going? Why is everyone leaving me???
@Paleopaladin: it would get pumped
Still its a 2/2 flying creature for
4/5