Not to sound broken but Library of Alexandria would love this card.
snazzycool
★★☆☆☆ (2.3/5.0)(5 votes)
I'm expecting to see EDH games where one of these is slapped onto a Maze of Ith, and it's going to be really annoying.
It also enables Isocron Scepter with an imprinted Fog. Or even better: Angel's Grace.
A0602
★★★★☆ (4.8/5.0)(2 votes)
Yeah, this seems to be great on lands that don't so much tap for mana, but do something else for you.
Lotsofpoopy
★☆☆☆☆ (1.4/5.0)(5 votes)
Pros like me will put this on our islands to set up our counters.
Eternal_Blue
★★★★☆ (4.7/5.0)(3 votes)
I won't pretend to know all the wonderful combos that can be used with this card. But I certainly know a potential for greatness when I see it. And this card is burgeoning with potential. If there's a Pauper deck that can break this card wide open, I'll find it. Otherwise, as mentioned by lorendorky, even merely throwing it on Karoo will be a net gain of +2 mana per turn. The beauty of land auras, of course, is that with land destruction being as mind-boggling awful as it is, you'll rarely get 2 or 1'd with them.
Mode
★★★★★ (5.0/5.0)(2 votes)
It's risky, but it might be an interesting ramp with Mercadian Masques' storage lands like Rushwood Grove... ...maybe...if you have Doubling Season and can proliferate as well...
Magnor_Criol
☆☆☆☆☆ (0.0/5.0)
This has potential for some shenanigans in constructed formats and kitchen-table Magic.
It is, however, pretty much the absolute least useful card to open in Limited. Even if you have an Underworld Connections in your deck it's not worth putting this card in your deck for the very slight synergy.
In multiplayer games this card could see some serious effect. Having 4 lands untap during each player's turn in a 4+ player free for all (which I personally play a lot of), even if they're basic lands, can give you some serious board control. Also it's worth noting that it pays for itself right away.
chrome_dome
☆☆☆☆☆ (0.5/5.0)(1 vote)
2/5.
azure_drake222222
☆☆☆☆☆ (0.0/5.0)
It would work better in blue, because blue has a lot of instants. However, this is obviously a green card.
Hercynian
☆☆☆☆☆ (0.0/5.0)
Would love to use this in conjunction with Overgrowth. That'd be phenomenal. Throw in anything like a Jade Mage or an Ant Queen and you've got yourself a Verdant Force.
I put this in my deck, then realized, "wait, wouldn't it be better to just have another land. Use this card only if you have a land with powers other than mana abilities and have no duplicates of it. Don't be stupid like me and put it in a deck with basic lands and gates!
This thing is amazing with instant speed spells! Why is it rated so lowly? I was cataloging my cards (don't ask why) and saw Ranger's Guile. Now, this card sticks its face in Blue's territory with a counterspell to anything that targets a creature you control, and it only costs G. Another opportunity is a giant growth. The ability to give +3/+3 to your creature with that one green mana is great when you're playing the defense. Mending touch can save your creatures. Burst of strength can untap them to block. And these are only options for mono-green! Imagine the possibilities for guild or shard decks where you can put this on a dual or more land!
Raexs
☆☆☆☆☆ (0.0/5.0)
According to Strionic Resonator, this type of effect, as seen on Seedborn Muse and Prophet of Kruphix and others, is NOT a triggered ability, nor an activated one. It probably won't matter most of the time, but this effect does not use the stack, and thusly can't be countered... I just thought that was rather interesting...
deworde2510
☆☆☆☆☆ (0.0/5.0)
@WindMasterArceus Yeah, I know you can draw it, play it, and now have one mana open on the next turn. Problem is that the other card that does that? Any basic land.
But this allows you to play your 4th land, your 4 drop, this and then still have Ranger's Guile up... except you tapped one to play this, so it's actually still a 3 drop.
But if you played this on turn 3, then you could play this, 2/2 bear and a land, and then 4 drop on the next turn and have hexproof up. Except your opponent **knows that**, and so will wait till you tap out, and then blow your creature away on your turn.
But if you played this on turn 1, then... and stop while you do the maths on this being in your opening hand compared to on any turn of the game, considering we've established that it's worse than a Forest at any other point.
And even if you manage to come up with a situation where it's equivalent to a Basic Forest, you know what else does everything this does but also ramps you and can damage your opponent? Elvish Mystic
Basically, this slows you down when it's important (during the turns when you're building up mana), and does nothing after that. Can't imagine not wanting the Forest instead.
Comments (28)
It also enables Isocron Scepter with an imprinted Fog. Or even better: Angel's Grace.
...maybe...if you have Doubling Season and can proliferate as well...
It is, however, pretty much the absolute least useful card to open in Limited. Even if you have an Underworld Connections in your deck it's not worth putting this card in your deck for the very slight synergy.
Modern: Mutavault.
Legacy: Tolarian Academy
It's a shame Tolarian Academy is banned in Legacy
"Congradulations! Your Memnite has successfully evolved into Kird Ape!"
I was cataloging my cards (don't ask why) and saw Ranger's Guile. Now, this card sticks its face in Blue's territory with a counterspell to anything that targets a creature you control, and it only costs G.
Another opportunity is a giant growth. The ability to give +3/+3 to your creature with that one green mana is great when you're playing the defense.
Mending touch can save your creatures. Burst of strength can untap them to block. And these are only options for mono-green! Imagine the possibilities for guild or shard decks where you can put this on a dual or more land!
But this allows you to play your 4th land, your 4 drop, this and then still have Ranger's Guile up... except you tapped one to play this, so it's actually still a 3 drop.
But if you played this on turn 3, then you could play this, 2/2 bear and a land, and then 4 drop on the next turn and have hexproof up. Except your opponent **knows that**, and so will wait till you tap out, and then blow your creature away on your turn.
But if you played this on turn 1, then... and stop while you do the maths on this being in your opening hand compared to on any turn of the game, considering we've established that it's worse than a Forest at any other point.
And even if you manage to come up with a situation where it's equivalent to a Basic Forest, you know what else does everything this does but also ramps you and can damage your opponent? Elvish Mystic
Basically, this slows you down when it's important (during the turns when you're building up mana), and does nothing after that. Can't imagine not wanting the Forest instead.