Pointed Discussion

Magic: The Gathering Card Comments Archive

Castle Sengir

Multiverse ID: 3037

Castle Sengir

Comments (19)

stygimoloch
★★★★☆ (4.7/5.0) (13 votes)
Such a shame. In the stories, Castle Sengir is supposed to be one of the most powerful, dangerous and mana-rich locations in the known multiverse. And card is... well... this.
Smoked_Peasant
★★★★☆ (4.8/5.0) (4 votes)
Well, maybe they can make a new expansion focusing on Ulgrotha- Do Homelands right :D
Elysiume
★★★★☆ (4.4/5.0) (4 votes)
Why is this so terrible? Why wasn't it Legendary, and rare, and something good?
Ajani_is_da_man
★★★★☆ (4.2/5.0) (4 votes)
the great castle for the lord of the vampires is crappy?
CardboardElemental
★★★★☆ (4.4/5.0) (4 votes)
This was pretty useless even back before they printed far superior takes on tri-lands. It'd be at least playable if it was something like:
Castle Sengir comes into play tapped.
T: Add B to your mana pool.
1, T: Add U or R to your mana pool.
John-Bender
★★★☆☆ (3.8/5.0) (6 votes)
Wow. How could wizards screw up this card so bad? This card isn't worth the name of flavor text.
ivorythunder
★★☆☆☆ (2.9/5.0) (7 votes)
Directly upgraded in Crumbling Necropolis.
Sironos
★★★★★ (5.0/5.0) (12 votes)
The lord of the vampires has a rather embarassing home.
JackofAntioch
★★★★★ (5.0/5.0) (6 votes)
Someone was apparently very worried that Homelands would be perceived as playable.
JFM2796
☆☆☆☆☆ (0.0/5.0)
There is so many things wrong with this cycle I don't even know where to begin.
Salient
★★★★★ (5.0/5.0) (3 votes)
Where evil rules all, hope for mana-fixing has no champion.

I suppose the Baron is plenty powerful, but very stingy about loaning that power out to the planeswalkers that show up on his doorstep. In invisible ink the card says "Tap, sacrifice a non-Vampire creature: Add BlackBlackBlackBlueRed to your mana pool. Play this ability only if you are Baron Sengir."
Radagast
★★★★★ (5.0/5.0) (1 vote)
Horrible, as was this entire cycle of lands. Still beats Sorrow's Path, but that's not saying much!

I can see why Baron Sengir wanted to leave this castle and explore other worlds so badly.
DrJack
☆☆☆☆☆ (0.0/5.0)
Celestial Prism was better, was it not?
idrinkyourmilkshake
☆☆☆☆☆ (0.0/5.0)
The night sky is the most beautiful part of this card. Everything else...
graey24601
★★★★☆ (4.5/5.0) (1 vote)
Kinda odd that it wasn't legendary, given the name. Can't believe how long it took me to realize that the illustration for Baron Sengir is a zoomed-in version of this card's. Which is pretty much the only interesting thing about this.
DarthParallax
☆☆☆☆☆ (0.0/5.0)
3 stars. the flavor and art deserve that much at least.

EDIT: You know, it's a fairly terrible idea, but Ancient Tomb at least will speed this cycle up awesomely ^_^

Alpha, Beta, Unlimited, Revised: had the Dual Lands
Arabian Nights: had no COLOR producing lands of significance
Antiquities: had nothing but Card Type- Artifact, I think!
The Dark: may have had non-basic lands. I doubt they were this 'good'.
Legends: had a land selection comparable to Arabian Nights.
Fallen Empires: ???

In other words, these were probably the best color-fixing lands until Invasion Block. Which is kinda scary and kinda cool. o_o
Hunter06
☆☆☆☆☆ (0.0/5.0)
BAD

1/5 Stars
tavaritz
☆☆☆☆☆ (0.0/5.0)
@DarthParallax: What are you on? Arabian Nights had no color producing land of significance? What do you call City of Brass?

The problem with these cards was that Alpha(1) style dual lands were available in Revised and everyone had them when Homelands was released. When Revised run out Wizards started to make non-english editions of Magic and what did they print in them: Alpha style dual lands. So Alpha style dual lands were everywhere. Making three color deck with Alpha style dual lands is very easy.

But like I wrote in another of these lands: one must remember that these taught Wizards how not to make trilands.

(1) OK, Beta style if you count that Volcanic Island was not in Alpha.


Here's the correct multiland (including lands that not necessarily produce multiple colors of mana but help otherways to diversify mana production) story up until Homelands:

Alpha, Beta, Unlimited and Revised: Original dual lamds (Badlands etc. Alpha was missing Volcanic Island).
Arabian Nights: City of Brass.
Antiquities: No color producing lands.
Legends: No multilands.
The Dark: No color producing lands.
Fallen Empires: Rainbow Vale.
Fourth edition: No multilands.
Ice Age: Allied color painlands (Adarkar Wastes etc.) and taplands (Land Cap etc.)
Chronicles: City of Brass.
Homelands: These

As I have time let's see what was coming in the future:

Alliances: School of the Unseen and Thawing Glaciers.
Mirage: Allied color comes in tapped fetchlands (Bad River etc.)
Visions: Undiscovered Paradise.
Fifth edition: City of Brass and Ice Age painlands (Adarkar Wastes etc.)
Weatherlight: Gemstone Mine and Lotus Vale.
Tempest: Reflecting Pool, allied color taplands (Cinder Marsh etc.) and comes in tapped painlands (Caldera Lake etc.)
Stronghold: No color producing lands.
Exodus: No color producing lands.
Urza's Saga: Thran Quarry.
Urza's Legacy: No multilands.
Sixth edition: City of Brass and Ice Age painlands (Adarkar Wastes etc.)
Urza's Destiny: No color producing lands.
Mercadian Masques: Henge of Ramos.
Nemesis: No color producing lands.
Prophecy: Rhystic Cave.
Invasion: Archaeological Dig, tri color comes in tapped saclands (Ancient Spring etc.) and allied color comes in tapped lands (Coastal Tower etc.)
Planeshift: Forsaken City, Meteor Crater, Terminal Moraine and tri color lairs (Crosis's Catacombs etc.)

That being the first colorfeast block I stop here and continue in Darigaaz's Caldera.
Opeth2010
☆☆☆☆☆ (0.0/5.0)
It's not too bad if you have a Reflecting Pool.