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I love the idea behind the art on this card, but it really lacks practical use. With cards like Giant Growth, Might of Oaks, and all the other instant speed power-pumps, the sorcery speed really ties this thing down. I guess it could have it's uses--like a reliable pump in an unblockable deck (wouldn't care about sorcery speed).
Posted By: NexusYuber (12/3/2009 6:49:03 PM)
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Manaplasm.
Posted By: grundledib (5/14/2011 3:52:58 PM)
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SO BAD.

why?

1. 5 mana hard cast for a 1 mana effect.
2. If you suspend it, there is no guarantee that you'll have creatures when it resolves.
3. Overrun costs just as much and is much better, even if you have only one creature.
4. Sorcery speed/going off in the upkeep ensures that the creature will be blocked 90% of the time.
5. Even if you do suspend it, your opponent might do something that makes you not want to attack.
6. Takes too long to unsuspend.
7. If countered or if it doesn't have a legal target, it will NOT resuspend itself.

However, from the art, it appears as if this was intended to put 3 +1/+1 counters on a creature each time it was cast (Notice each Wurm coil growing larger each casting. that doesn't seem like temporary pump to me). If so, then this card would have been alright. Instead of bad.
Posted By: ultratog1028 (8/18/2010 12:18:31 PM)
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A recurring Giant Growth. Fancy.
Posted By: Snaxme (11/26/2009 11:41:55 AM)
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Wonder why it costs so much to suspend. Not like suspend for one green would have broke the game.
Posted By: Tommy9898 (2/23/2010 5:59:31 PM)
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This is actually an especially nice card in some ways, because if you drop it with a primal forcemage in play you can boost two things a turn and then just apply to creatures with haste. The major problem with this card to me is its a sorcery, and half the reason to play something like giant growth is to surprise your enemy. If they know its coming it doesn't pack the same kind of power.
Posted By: Donovan_Fabian (2/11/2010 5:40:27 PM)
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Well, the first thing I'd like to say is, that with any of the 'basic effect' spells (pump, damage, destroy target, draw, life gain) you should ask yourselves: Why this, over any other card?

This is 2Green for +6/+6. it's delayed, and it's not as good as direct damage or counters, but it still has the potential to be a pretty big effect. I think that, considering it CAN be a Lava Axe if things go quite well for you, and that it does interact well with Manaplasm-types (which includes both casts being copyable), and that it can target different creatures, that 3GreenGreen is actually OK for the hard cast.

The knobs that I'm not sure whether they could turn a bit sharper are: number of time counters; suspend cost; speed; number of suspend turns.

3 turns and 3 counters is I think a harder cost than the cast. After all, Green is the color of mana dorks, and after looking at lots of high-costing cards that turned out to be plenty well playable becau... (see all)
Posted By: DarthParallax (3/26/2012 8:06:37 AM)
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Amazing art.
Posted By: Pillow676 (5/25/2011 10:57:11 AM)
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The only card in this cycle that's actually good is Chronomantic Escape.

This is just attrocious. I can see no reason to ever use this. It may have a very slight advantage over auras due to its ability to move and difficulty to remove, but at the same time, it's unreliable and temporary.
Posted By: DoragonShinzui (5/14/2013 8:52:25 AM)
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@ultratog1028:
Ah, your +1/+1 counter theory makes sense! After all, evolution doesn't normally wear off so quickly.

The fact that this targets exactly one creature makes it very vulnerable to removal. If it targeted two creatures, or just pumped your whole team, it wouldn't be so apt to fizzle out.
Posted By: HuntingDrake (5/22/2013 7:49:42 PM)
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0.51.01.52.02.53.03.54.04.55.0

 




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