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As well as a lot of land fetchers like to drop it into play tapped, so this could let ye do more in a turn if needed.
Posted By: Theostratus (1/29/2010 10:11:30 PM)
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I've been waiting for this ability ever since the end of Onslaught Block!!!!!!!
ever since I played my lands where they came onto the battlefield tapped, i thought "this is going to get annoying really quick."
but as far as I've been told this ability stacks if there is more of them.
Posted By: TumTum (2/22/2010 1:50:58 PM)
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This card turns the uncommon lands from Urza's Legacy, Invasion, Planeshift, and Shards of Alara from good into disgusting...what's not to like? Plus the Ravnica-block dual lands...oh baby!
Posted By: elChupacabra (5/13/2010 2:31:01 PM)
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Lands that can become creatures still have follow summoning rules. This will allow the man-lands to be ready for tapping for mana or for defense, but they won't be able to attack until your next turn (unless you play a land as an instant somehow during your opponent's turn).

I'm sure somebody is going to try to combine this artifact with Nevinyrral's Disk. This will also undo the effects of Root Maze, Kismet, Frozen Aether, and anything else that causes cards to enter the battlefield tapped.
Posted By: ClowWizardEriol (2/4/2010 12:55:12 PM)
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It's not a game winner exactly, but this card combines well with Orb of Dreams.
Posted By: Mr_Hendry (6/12/2010 10:57:43 PM)
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Bloodghast + Perilous Forays + Amulet of Vigor = no more drawing land for the rest of the game.
Posted By: SgtSwaggr (8/20/2011 2:33:21 PM)
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@TheWrathofShane

Believe it or not, some cards don't have to do anything on their own to be worth deck space.
Some cards can be good, even great in a variety of decks, despite not being able to win the game on their own.

Let's follow the logic of "this card is not worth deck space if it does nothing on its own."

Yawgmoth's Will (highest-rated card on Gatherer as of May 2013) requires cards in your graveyard to do anything at all, and just makes you exile anything that goes to your graveyard when you cast it... so obviously it's not worth deck space.

And Mana Drain (2nd highest-rated card on Gatherer as of May 2013), Force of Will (14th highest-rated), and other counterspells are even worse since they require your opponents to have cards, which takes the matter further out of a player's control.

Fastbond (highest-rated green card on Gatherer as of May 2013) requires you to have lands in your ... (see all)
Posted By: strider24seven (5/9/2013 11:44:54 AM)
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One in play, a Rupture Spire can pay for itself. Two in play, a Rupture Spire can pay for itself AND be tapped for mana. Cool.
Posted By: alman (1/31/2010 6:03:01 AM)
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Yep, it's really cool with Ravnica karoos. A pretty nice card overall.
Posted By: True_Mumin (2/2/2010 8:37:28 AM)
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It's certainly not made for giving your manlands haste, since land creatures are also affected by "summoning sickness".
Having a Treetop Village or Raging Ravine enter untapped will allow you to draw mana from them or to block in your opponents subsequent turn, that's all.

Anyways, i like the effect and i waited a long time for this card to get printed.
Didn't suppose to see it in Worldwake, then on the other hand this primarily is intended to get used with lands, and those are Zendikar's main theme.
(Orginally i thought this card would come once "enters the battlefield tapped" gets keyworded to something like "dormant".)
Glad to see it coming for any permanent and as 1-drop.
This makes getting it easier in certain formats with cards like Trinket Mage.

Aside from just including accordant lands in your deck, you could make use of other cards which put them onto the battlefield tapped like... (see all)
Posted By: Mode (1/30/2010 3:50:10 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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