Kind of surprised it isn't an Overabundance effect, given other Gruul cards having similar "punish" mechanics.
Posted By:
Nucleon
(4/23/2013 5:13:08 PM)
Risky card. A p/t of 7/5 for five mana is pretty neat. In the worst case, your opponent uses the extra mana to cast some powerful spells and finishes his turn with killing this guy. Still, your opponent will be the first player, to make really good use of this ability, and it's also more vulnerable than, say, mana reflection or mirari's wake.
Posted By:
majinara
(4/25/2013 2:05:05 AM)
Mana Flare / Heartbeat of Spring are less risky, because they come into play sooner. Doubling everyone else's turn 5~6 mana is often a sure way to get killed. I've seen a guy die to an 11 point Blaze on turn 6 because he dropped his Heartbeat of Spring so he could start spamming Crush of Wurms the next turn.
This is more abusable because it is a creature, and can be flickered at the end of the turn to return on your next turn, effectively doubling your mana and not theirs... but there are other cards that do that at a similar price, without needing the hassle.
Of course, it can beat face for 7, but it can also be chump-blocked, pacified, detained, etc...
Be very careful with this card, do not assume that just because you tailored your deck to abuse the extra mana, your opponent still won't take more advantage of it than you.
Run with hand / land disruption, and pack in extra Fog/autocard... (see all)
Posted By:
SiamKor
(4/25/2013 4:29:59 AM)
Zhur-Taa Ancient is not that great in my opinion. Yes, great stats at 7/5 for a 5 converted mana cost, but giving all players double mana? So if my opponent ran this, I could tap all my land giving me double mana, then kill it with something like Dreadbore, and then have fun with my extra mana after telling my opponent thanks. Risky card, and I do not like playing with dice when I can substitute it for something better. 3/5.
Posted By:
pandawolf56
(4/27/2013 7:34:22 PM)
With buildings on the back of that thing, I'd imagine it's one of the Colossi...
Posted By:
Cyberium
(4/24/2013 12:13:57 AM)
Tricky card to play with; you most likely tap out to cast this card, so your opponent gets to be the first to play with double mana on his turn. And you don't want to go doubling your opponents mana right before they're ready to cast Sphinx's Revelation/Rakdos's Return!
However, if you start with Yeva, Nature's Herald, then you can flash this in at the end of your opponent's turn! Then hopefully you can pour that mana into something devastating, maybe even something ridiculous like Skarrg Goliath and Boros Charm.
Posted By:
TheChort
(4/24/2013 7:37:28 PM)
In current Standard, you can either find a way to Flash him in at the end of opponents turn, or simply use Turn on the opponents upkeep to temporarily remove the bonus.
Posted By:
Rayenous
(5/9/2013 12:58:27 PM)
Yeah, this guy looks solid, but he really, really isn't. If you are on the draw, this gives your opponent twelve mana to play with. I have never seen this guy live a turn in Limited, but I have seen him power out a massive pile of fatties on the other side of the board and provide the fuel for an unrecoverable Revelation (draw 9, gain 9 life, nuke the board with Verdict next turn after opponent plays out their hand). Maybe the way to play him is to wait until turn seven, leaving up a counterspell so that your opponent needs two answers to the beast, but his upside has been all downside so far. A card for the casual crowd, and only those who enjoy losing in epic fashion.
Posted By:
CapmCrunch
(5/10/2013 1:59:58 PM)
I play Simic and I thank my opponent when play this. Between Zameck Guildmage, Nimbus Swimmer, and Krasis Incubation, I always use up my mana, and maybe have some to spare for the Simic's expensive counters.
Posted By:
yesennes
(5/13/2013 8:10:27 PM)
Wait wait wait, since when is a 7/5 for 5 mana without a drawback (But a bonus) get a 2.5 rating?
We're all spoiled here.
Posted By:
ThisisSakon
(4/23/2013 3:17:37 PM)