This girl is more attractive than she really should be.
Anyway, the tapped clause isn't as big of a deal as one would expect. Most of the time the creature you'll want to be bouncing will be tapping to attack you or use a good ability anyway. That means you have to let that attack/ability go off once, unfortunately, but you still get to hit that target easily. The life gain is an afterthought, but it's still nice.
I give it a 3.5/5.
Posted By:
SleetFox
(11/29/2010 2:12:27 PM)
She's okay. Playing her at the right moment will gain you a lot of tempo. But the 2/2 body is kinda underwhelming. 3/5
Posted By:
True_Mumin
(10/8/2009 5:27:58 AM)
It was probably only tapped creatures to keep her from being strictly better than Man-o-War (q.v. the additional life-gain clause).
Posted By:
Skyknight
(4/18/2010 10:19:03 AM)
Altough there are some other UG merfolks, i guess there's not much UG merfolk decks around. That said, you'll probably be grateful for the 2 Island condition fullfilled. Then you'll get to return one tapped creature. Not that bad, but if you want to get rid of some specific creatures, you might not be albe to. If you want to get rid of some big nasties, you'll be able to do so probably after they attacked, which is a bit late, too.
Still, in some (not strictly merfolk) decks it can be quite effective, i guess. 3/5.
Posted By:
skew
(2/14/2010 4:54:52 AM)
@True_Mumin
I wouldn't say her body is underwhelming, I'd say she's pretty smokin'
Posted By:
MarlinFlake
(4/7/2011 8:08:50 PM)
Not that bad. Not great either.
Bouncing stuff is nice, gaining life is fine too, and merfolk and wizard are both heavily supported creature types. 3/5
Posted By:
majinara
(10/25/2009 3:28:00 AM)
The sole weakness of this hedge-mage is the lack of the true "Man-O-War" effect; why the "tapped" condition? Then again, Wizards was likely worried about effectively reprinting Man-O-War during a time where blue decks (or rather, Faeries) had taken over Standard and Blue needed to be brought down a peg.
I'm fairly certain that's why it was designed this way.
However, I find that to be a inadequate reason to limit the bounce ability on this creature, considering that the format at the time revolved around Comes Into/Leaves Play abilities, and a three drop that resets your opponent's Spellstutter Sprite/Kitchen Finks sorcery speed would not have broken anything.
Sadly, even after rotating out of Standard, the poor Selkie Hedge Mage has nowhere to go, and it's a shame since it was so close to being just right.
The green ability really doesn't share anything with blue, but that's fine. Green has had lifegain since the dawn of Magic and it fits here.
The creature types were part of the ... (see all)
Posted By:
Atmos
(2/18/2010 2:17:59 PM)
Damn she's so f'g hot. Gotta love that goth style!
Posted By:
AXER
(9/10/2010 2:31:09 AM)
If all conditions are met, you get a 2/2, 3 life and a creature on your foe's side off the table for 3 mana, seems quite good for me.
If conditions are no met you just get a 2/2 for 3 mana... another of these "play me with your deck supporting me or i smell".
Posted By:
WER386
(12/3/2009 9:28:46 AM)
Breeding Pool to get both effects on turn 3, but she's probably better later, when you can bounce something huge. 3.5/5
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(12/7/2012 9:42:01 AM)