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Magic: The Gathering Card Comments Archive

Necromantic Thirst

Multiverse ID: 87985

Necromantic Thirst

Comments (14)

AlphaNumerical
☆☆☆☆☆ (0.8/5.0) (2 votes)
Horrid. Why Wouldn't I rather play Raise Dead?
Mode
☆☆☆☆☆ (0.5/5.0) (2 votes)
I agree with AlphaNumerical.
This card would still have been far from broken even if it had Raise Dead / Disentomb's mana cost. Compare it to Curiosity for instance.
But for 2BlackBlack, i'd at least like to have something like flash. But at this rate, it's a quite piteous card.
Vinifera7
☆☆☆☆☆ (0.8/5.0) (2 votes)
Could be pretty johnnyrific if it was just "damage" rather than "combat damage". As it is, it just sucks..
Guntz1092
★★★☆☆ (3.0/5.0) (1 vote)
u cud just keep returning things from the grave w/ this one though
themlsna
★★★★☆ (4.5/5.0) (2 votes)
Why would you prefer a card that you can only use once? If you can retrieve 4 or more creatures, it's paid for itself. Enchant the right creature (fear, unblockable, flier, trampler, shadow...) and you're guaranteed to get all your dead guys back.
NobleWhiteGangsta
★☆☆☆☆ (1.5/5.0) (2 votes)
Couldn't you use Prodigal Sorcererand Necromantic Thirst ? Perhaps Viridian Longbowand another creature? Or is this not "Combat Damage" by definition? Yes... This is a Noob question...
izzet_guild_mage
★★★★☆ (4.8/5.0) (3 votes)
Noble: Combat damage is damage assigned by attacking and blocking creatures during the damage assignment step of combat (yeah, yeah, that's probably not the technical term, but you all get the gist). A "pinger" such as Prodigal Pyromancer does not ever deal combat damage with its activated ability, even if it happens to be in combat at the time (if it is, say, blocking or attacking with vigilance).
For this enchantment to work, the creature has to attack and either go unblocked or trample over. Not always easy, by no means impossible. I've seen a good deal of casual decks get good mileage out of this card.
GrimjawxRULES
★★★★★ (5.0/5.0) (3 votes)
I don't get the low rating on this. As Themslna pointed out, putting this on an evasive creature easily nets you a lot of creatures.

People may argue that "all auras are bad ('cept those with Totem Armor) because you get 2 for 1'ed", but honestly, I've never encountered problems by running 4 or 5 auras in my decks - in fact, it has won me more than a couple of games to put an aura on a creature. So please, spare me of those 2 for 1 excuses unless all of your playmates are playing white decks with 4 Swords to Plowshares, 4 Path to Exiles, 4 Wraths, 4 Days, 4 Final Judgements, 4 Oblivion Rings and 4 Journey to Nowhere, cause frankly, I've never played against someone who packed so much removal that Auras became a bad thing to have.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
@Grimjaw:

Don't get me wrong, I love what this aura does when it lands on your guy and he gets in there. But dude, auras are bad. They're dead cards once you have no creatures in play. Equipment also as useless with no creatures in play, unless they're neat like Batterskull and give you a dude to wear crap. It's not so much as people think the effects auras can provide aren't worth the drawback of a well-timed Doom Blade, Lightning Bolt, Into the Roil, or Swords to Plowshares; it's that on their own, in your hand as sorcery-speed things that require a solid target, they're often clunky. Why go through all the trouble of Necromantic Thirst when you can just use a Sun Titan, who is frankly more versatile and can win games just by attacking? The name of the game is utility. The less moving parts, the more room you have for other neat things in your deck.

Now, playing with hexproof guys negates roughly half the drawback of casting an aura on your creature, but the fact that it's a card that often cannot be moved from creature to creature like a piece of equipment can can't be treated lightly.
Kryptnyt
☆☆☆☆☆ (0.0/5.0)
Sword of Light and Shadow is only one mana more to play/equip in one turn, and works in any color. It also grants protection from two colors, which works as evasion a lot of the time. It also gives the creature a p/t boost.
Woebearer is a creature with this built in, and he has evasion. Also only one mana more.
I'm not likely to play this one in drafts, either. It couldn't hurt in an evasive-heavy deck, but it would rarely be great.
DoragonShinzui
★★★★★ (5.0/5.0) (1 vote)
Dimir Infiltrator enjoys it, and if you're already doing an aura heavy Dimir deck (For some strange reason...), Infiltrator's Magemark synergizes well with it.
http404error
☆☆☆☆☆ (0.0/5.0)
Ye who followed the GDS might recognize this as Pants of the Dead!
SAUS3
★★★★★ (5.0/5.0) (1 vote)
Main thing IMO that's cool about this card is that you can put it on an opponent's creature as a pseudo pacifism. When you have a creature to use it on, it gets you lots of card advantage.

If you couldn't cast this on enemy creatures, I'd say it was completely replaced by midnight recovery, but that extra bit of utility makes it not 100% worse.
TheZombifier
☆☆☆☆☆ (0.0/5.0)
Remember kids, you can't say "Necromantic" without saying "romantic!"