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Community Rating: 1.773 / 5  (64 votes)
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Cool art on a *crappy* common.
Keep in mind though, that situationally this could win you a game.
Posted By: Kryptnyt (8/11/2010 4:26:01 PM)


But still, 5 mana for a 2/2 flier!? I wish it had something like Battle-rattle shaman's ability instead. It would make more sense flavor wise. Every turn it would give someone a lift instead of just when it shows up to the party.
Posted By: Tommy9898 (5/23/2011 9:17:06 PM)


Uh, no. They don't. Casual/Multiplayer? Maybe. EDH/Commander? Usually. But Standard/Constructed? Ha! If the game hits turn 15, either you or you opponent is playing a super control deck with no win-condition. AKA, a stalemate. I don't even think most Extended games last that long, but I'm unfamiliar with that format. I know Legacy decks are sometimes geared to win Turn 0 should they draw their god-hand.
Posted By: OmegaSerris (11/14/2011 2:11:00 PM)


I get the principle of the card advantage inherent in these double effect commons, but it doesn't work out with this card.

With say a Deadshot Minotaur you'll usually have a target for the effect and you get a body on the battlefield. Here the effect needs more timing... and by the time it is useful you don't need the body, and because of the delay the body isn't there when it would be useful.

Anway - do many people run Wild Griffin and Mighty Leap?! Even young casual players can afford a Serra Angel for their 5 mana. (Although my irrational alter-ego is loving the idea of launching pumped Loxodon Warhammer-wielding Gorilla Beserkers at my opponent.)
Posted By: Vishlord (1/24/2012 11:42:49 AM)


Well, let's consider something for a moment:
A white 2/2 flyer costs 3, a fact shown by Wild Griffin.
+2/+2 and flying in white costs 2, shown by Mighty Leap.
And there you have this card.
Posted By: Test-Subject_217601 (1/12/2011 11:56:32 AM)


mighty leap and wild griffin are okay early game cards, this combo of both is 5cmc its middlegame, now lets look if there are any better suggestion for 5cmc....
Posted By: Imperialstonedragon (3/31/2011 11:26:44 AM)


The ability would be better as a tap or as an awful Evoke ability.

Posted By: Deepfried-Owls (5/23/2011 9:48:25 PM)


Most games of Magic last well over 15 turns, so 5 mana and 1 CA isn't a bad price for a doubled down buff and a spare body on the field, and in many situations can end up being just what you need. It's an efficiency card, get over it.
Posted By: Wynzerman (7/10/2011 2:00:52 AM)