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Sure, it's quite a bit of mana if you think about it, but look at it like this: You split it between three turns, you do it at instant speed, and you should only do it with leftover mana. It's a mana sink that turns into a Hellion. There's nothing wrong with that.

Plus, have you seen the art? The art justifies the card.
Posted By: DoragonShinzui (8/15/2012 8:28:02 AM)


In plenty of mono-red decks, this is better than Mountain #24, and that's really the only standard that it has to meet to merit inclusion in formats where better lands aren't around. Keep in mind, nothing is forcing you to ever pay the cost. You would only ever pay it if there were nothing more productive to do, but sometimes, EOT, you've got 3 spare mana and so it costs you nothing. Having played with it, I can say most games I never made the hellion, but the games I did, I was very glad it wasn't another Mountain. In the games where it just tapped for mana, it wasn't worse than a Mountain; if all the other lands are Mountains, you aren't going to get color screwed. A land that doesn't enter tapped and does something other than produce mana is worth a look.

I'd also note that I thought sacrificing it was just worse than a comparable man-land, but it isn't necessarily. Once activated, you never have to pay again, but a man-land requires payment for each attack and block.... (see all)
Posted By: oienarst (10/16/2012 11:37:53 PM)


Well, here's a way to think about it:

A 4/4 creature with Haste that can't be countered and can be played with 3 lands on the field (ignore the turns).

I dunno, I think this may be more dangerous than people think.
Posted By: Ferlord (7/6/2012 4:48:03 PM)


It's good in that you get a nigh uncounterable hellion with haste, but I would highly suggest proliferating that second counter.
Posted By: pedrodyl (7/5/2012 3:59:56 PM)


it shouldn't sacrifice itself. even flavorwise, having a hole that spews out hellions makes sense.
Posted By: Arachibutyrophobia (7/5/2012 6:36:48 PM)


As someone who loves playing mono red and avoids creature based play I think this card could be quite useful. Not excellent, but having even one of these in your deck as opposed to zero could win you some games.
Posted By: lorendorky (7/6/2012 2:59:27 PM)


Ugh. This must have been a killer in playtesting, because this looks severely nerfed.
Assuming no Proliferating or other shenanigans, that's 3 turns and 3RedRedRed for a 4/4 hellion with haste. If it was a man-land or if it didn't sacrifice itself, it would have been so much better.
Posted By: Trygon_Predator (7/5/2012 5:15:47 PM)


I can see alot more use to this then some people think. As a mono-red deck, the largest problem you get into is drawing/running out of a hand, while this does eat up 2 mana a turn, if you don't have anything else better to spend 2 mana on (Which again, Mono-Red, it happens more then you'd like) It could be a nice addition to your attacking force, and heck, even if you don't have/want to use the mana to put a counter on it, it still generates mana. Its a nice Utility Land that if you don't feel like its the time to put a Counter on it, you can still just generate a Colorless mana.

Posted By: TenguMatt (7/15/2012 11:35:12 AM)


Can help you out if you are getting mana flooded and have nothing better to spend it on. If not at least you get some generic mana out of it. If you're in red there are worse cards you could take. I don't see it as anything spectacular though.
Posted By: Priz (7/7/2012 10:49:41 PM)


I could see the ability as a late game fail-safe option for Red Deck Wins if it becomes a deck anytime soon. I honestly think people are too greedy about what a utility land should do, and a land that can put your extra mana to use and pop out a finisher in a pinch is good in my book.
Posted By: GlassJoetheChamp (7/12/2012 12:14:46 AM)


Gatherer works better in the Companion app!