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Community Rating: 3.192 / 5  (99 votes)
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Lets ignore the cost for a moment...
A solid, fun, casual card. He eats a lot of weenies on the turn after your 6th (in which you left yourself open by attacking all out), stands up nicely to wrath of god effects, and is happy to attack right after the board clears.
He attacks every turn, making your opponents wonder if it is safe to block with a 4/4, and desensitizing them to combat trick wariness.
...Now lets talk about the cost: You can get a 3/3 vigilance creature for about 4, so if you put him in the deck, make sure you are using the indestructibility and flash to their full potential. If you cast Jokulhaups a few phases after you flash him into play, it could become a struggle for your opponent to recover. Use darksteel ingot to accelerate the Sentinel, and to have a leg up on mana production after the world is washed away. Yes 6 is a lot for just a 3/3. You pay reasonable markups for solid and synergisti... (see all)
Posted By: kiseki (9/26/2011 12:53:50 PM)


Vigilance, flash, and indestructible is such an elegant combination. They are three abilities that work in a subtle but powerful way. This has to be one of the best designed cards in the set.

Most players weren't playing in the day of true draw go decks, so they can't quite grasp how beautiful the mechanics of this card are. Just take my word on it, this would have been the finisher of choice.
Posted By: thisisnotmyname (9/27/2011 7:34:35 PM)


This guy is actually pretty good... outside of Scars...
It's ironic that so many indestructible creatures have been printed in a set where the ability is often next to useless.

As for the manacost, there are plenty of ways to lower it or otherwise get around it. Semblance Anvil makes it cost 2 less, Grand Architect easily produces the mana, and so does the Myr tribe.
You could also try Mycosynth Golem from the old Mirrodin block if you want some nostalgia ;)
Posted By: GrimjawxRULES (3/28/2011 1:53:07 PM)


He can join my phyrexian splicers any day =D
Posted By: Redgurr (5/10/2011 11:18:46 AM)


I use him in my affinity deck, being able to play him for free on my opponent's turn is nice, but he is useless unless my friend mycosynth golem is in play.

If Wizards made him slightly cheaper or gave him flying, he would be better.
Posted By: R3C0N22 (6/5/2011 9:11:26 PM)


I love this guy. I hate paying 6 for him, and I'll hate putting him in the 'yard after he blocks one too many zombies, but I adore the flash/vigilance/indestructible combination.
Posted By: ZEvilMustache (9/23/2010 7:14:47 PM)


Break him out with Metalworker.
Posted By: breakneck (2/14/2011 9:56:32 PM)


It's too bad this seems to be the only guy that can get artifacts into play at instant speed in Scars. It would have been fun to turn the 'Metalcraft' effects into combat tricks.
Posted By: Cooties (9/23/2010 6:41:48 PM)


This guy was overlooked thanks to being printed with the same mana cost and in the same set as Wurmcoil Engine. He's pretty decent.
Posted By: IUHoosier (2/12/2012 12:40:09 AM)


You can play it on the turn 3 with help of Grand Architect and some earlier blue critters. And 6 is kinda fair for what he is (esp. in comparison to Darksteel Myr). But still, he feels somewhat underwhelming...
Posted By: Gavrilo (10/8/2010 2:05:57 AM)


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