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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 2.931 / 5  (101 votes)
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Great card in draft. amazing when used with Curse of the Pierced Heart and Bump in the Night. ESPECIALLY in the mirror match
Posted By: Panaroid (1/4/2012 11:15:19 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I use this card to push illicit substances around on my illicit substance tray....

that's what this was released for, right?
Posted By: ziggefranz (5/14/2012 1:16:47 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


JC people you're hard on cards. A land that smashes Mug doesn't deserve this ***-poor of a rating.. ='(
Posted By: Silence9 (5/23/2012 12:07:54 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Did Wizards learn nothing from Orzhova, the Church of Deals? Still not a terrible card as more or less uncounterable damage on a land entering untapped is pretty sweet.

(Although this is a rarity higher. It could likely have costed 1 less on activation. :P)
Posted By: DritzD27 (8/7/2012 2:28:29 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


People defending this card? Really? It only taps for colorless mana and it requires you to play 2 colors to get use out of it. If I'm building a deck and I'm going to have at least 2 colors in it, any land I play that doesn't produce colored mana better have a solid upside. Drownyard is only played in decks that use it as an engine or a win condition. Lighthouse and Stronghold have seen some play, though usually with lackluster results. The Haunt gets a bit of play too. Refuge is a cool card that is used occasionally to do awesome things. Vault and Wolf Run have proven to have the most utility, with Wolf Run proving so awesome some decks actually splash another color to play it! This one? Well, it won't do anything until you have 6 mana and even then it requires tapping you out to do a measly 2 damage. I'd way, way rather have a dependable basic or dual land.

This could have been costed similar to Drownyard, {1}{B}{R},{T}, and then it would have been a cool card that could have been u... (see all)
Posted By: RedAtrocitus (4/16/2013 6:20:17 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Instead of my usual attempts at wit, I'd like to provide some analysis for this intriguing megacycle of lands from Innistrad, namely how said lands fit into the overall design of the block.

Analysis: Of the Innistrad utility lands, the Bloodhall here seems the least impressive in design. Innistrad's BlackRed Vampires put a focus on two things: Creature death and combat damage to players. Black vampires mainly centered around creature sacrifice and occasionally death triggers while red vampires primarily featured a combat damage trigger that gives them extra +1/+1 counters and the occasional panic or evasion ability. Stensia Bloodhall unfortunately does not support either of these strategies, at least not directly.

Damage dealt to players does assist the already aggressive Vampires deck but does little to help enable it. Had the Bloodhall been able to target a creature it could have acted as removal for chump blockers, or it could have granted a combat damage bonus similar to that of the ... (see all)
Posted By: Manite (11/6/2013 7:23:54 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


If the deck you're playing has few color restrictions it's worth it, especially since RB doesn't often have a lot of reach. Unfortunately, its very expensive, and doesn't do enough damage to justify its inclusion in most decks. As an example from Innistrad block, the number of times you miss an activation of Olivia Voldaren because of this is sadly more relevant.
Posted By: Aremath (11/8/2013 3:35:28 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I like how Rogue's Passage costs less to use, is generally much more effective, and is uncommon instead of rare. If they reduced this to 4 mana to use and let you target creatures with it as well, it would be so MUCH better. Oh that's too powerful? No, that's rare powerful. They seem to be content to make Gavony Township, so it just seems fair...
Posted By: ZaisConsultant (3/3/2014 3:41:59 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I think people are failing to notice that this (without any help from the opponent) is basically a 2/2 manland that has "unblockable, hexproof, indestructible" for 5. Yeah it's steep; but it's a win con on a land when you're stuck topdecking or you're out of options. It's not too bad to have a land that can win the game on it's own.

It's hard for me to decide between this and shivan gorge, and keldon megaliths. This kills much faster; but Gorge costs a full two lands less to activate..
Posted By: blurrymadness (4/25/2014 3:49:47 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I'm pretty sure this card would have excelled in some kind of Grixis permission build in standard, but I can see why people wouldn't like it.
Also, that art is gorgeous, really nicely done.
Posted By: Petertracy (5/27/2014 8:27:45 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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