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Community Rating: 2.930 / 5  (50 votes)
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Suspend turn 1, and maybe a Giant Dustwasp turn two, and you should be able to accelerate to Jokulhaups before they go off.
Posted By: kiseki (9/21/2011 12:50:24 PM)


I dunno, I used this guy and he worked really well. Got him in my opening seven, suspended him, then had him come in turn five against a medium-paced deck and kill a 4/5 that was ready to stomp me because a lot of people miss the haste on the card, including my opponent. He then hung around blocking or swinging for 5 until I won the game two turns later.
Posted By: BobbySinclair (8/8/2012 5:01:40 PM)


They should have at least given him trample.
Posted By: iUseBreakOpen (1/5/2012 9:25:10 AM)


My guess is Durkwood is some sort of sylvan paradise, because the creatures that hail from it seem to have adapted no abilities to make them able to survive. The place is churning out a bunch of dodos.
Posted By: scumbling1 (3/17/2011 2:11:48 PM)


Not so much "dodos" as "limited fodder."
Posted By: TDL (4/16/2011 4:09:26 PM)


Good card if you have it turn one or can use cards like Clockspinning to remove counters.
Posted By: PaladinOfSunhome (9/22/2009 10:08:52 AM)


The *** is ths shit? This Baloth is not here to party!
Posted By: jetzine (12/15/2009 3:55:18 PM)


durka durka
Posted By: Arachibutyrophobia (9/11/2011 5:16:46 PM)


Dorkwood. XD
Posted By: Arachnos (4/14/2012 12:05:12 AM)