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they have done this strategy of smaller at one time, and bigger at another, and i don't think the other cards like this were ever played. but i love the art, total waste of good art.
Posted By: wolfv (1/29/2010 4:00:58 PM)
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giant growth is still better you cant stop a lightning bolt on turn 1 with this card.
its blah to me . 1\5 and wont see play.
Posted By: hhfgd (3/6/2010 6:11:14 PM)
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If you were to have had 2 land drops would the Landfall activate twice, giving the creature +8/+8?
Posted By: Ledzeblin (2/24/2010 10:04:00 PM)
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TURN ONE WIN IN STANDARD:
opening hand: 2 Chancellor of the Tangle , 1 Chancellor of the Forge , 1 Tainted Strike , 1 Swamp and 2 Groundswell.

Gameplan: Reveal all 3 chancellors, get a 1/1 haste goblin and 2 {G} your first turn.
Drop Swamp, and than play both groundswells with your mana from Chancellor of the tangle (making goblin a 9/9) swing with goblin, tap swamp and cast Tainted strike, you now have a 10/9 infect haste.

probably not gonna get this as your opening hand and it can be stopped but the fact its possible is still scary. stuff like this is why they made gut shot and mental misstep .
Posted By: GoatKnapper (5/18/2011 6:09:44 PM)
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Groundswell is actually the old name for a band now called Three Days Grace. This card makes me start a riot!
Posted By: Dragon_Whelp (2/7/2010 6:50:35 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I like the idea of this card, although my favorite is Gather Courage, but that's just my personal way to play magic.

>>> It basically reads "deal 4 damage to target blocking creature, or deal 4 damage to target player if an unblocked creature gets through" >> giant growth is still better you cant stop a lightning bolt on turn 1 with this card. <<<
How do you do this with a Giant Growth? You should have no unused mana when you've played a creature that turn. In any other case, a fetchland would lead to the same result.

However there are some minor issues with that card. I have a R/G weenie+pump highlander deck, using all I can get to threaten my opponent early. It's good to have an early 2/2 and then, when he plays his 4/4, cast my Giant Growth) for a 1:1 trade, losing only my pump spell. And this is or should be the main issue... using it as an alternative to a Lightning Bolt or Terror. Lower casting cost, but with a combat si... (see all)
Posted By: Cheza (3/22/2010 4:42:56 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Having two lands drop as opposed to one doesn't make any difference. Anyway, I like this card. Vines of Vastwood is only better if you're playing mono-green and even then, the difference between leaving one or two mana open is often the difference between being able to cast a spell that turn or having to wait. The main disadvantages it has compared to Giant Growth are that you can't get the full effect during your opponent's turn (which is not that big a deal, since green usually plays offensively anyway), and that you need a land drop to use it effectively on your turn (which is also not a big deal - early game you should be putting a land out every turn anyway, and late game you can afford to hold one for when you need to cast this). I run two of these and two Giant Growths in my red/green aggro allies deck and it has never failed me.
Posted By: achilleselbow (5/15/2010 9:56:47 PM)
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Not too flashy, but very effective. I'd take this over Giant Growth in most cases. If you're playing green, dropping a land is hardly a rare occurrence. Great in limited.

In constructed, however, the risk of getting two-for-one'd by some removal spell makes this usually a poor choice compared to Vines of Vastwood.
Posted By: GaseousPlatypus (11/3/2010 11:04:18 AM)
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Once cast this on a pelakka wurm (with the landfall ability) then copied it twice with echo mage. Good times!
Posted By: divine_exodus (5/22/2011 2:30:08 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Better than Might of Old Krosa IMO because you can't use that one as a combat trick at all. It's more reliable if you're just using it to deal more damage, but you won't be killing any creatures by surprise, which is the main use of pump spells to me, especially when Green has few other ways to do it.
Posted By: Bobth (1/19/2013 10:59:45 AM)
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0.51.01.52.02.53.03.54.04.55.0

 




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