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Community Rating: 3.027 / 5  (93 votes)
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I like pairing it with Stampeding Wildebeests to bounce big creatures for damage. Alternately, there are plenty of cheap red creatures with power 5 or greater, like the tokens produced by Zektar Shrine Expedition or Ruinous Minotaur.
Posted By: RobinHood3000 (11/8/2009 5:14:56 PM)
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With Opalescence in play, this triggers itself!
Posted By: HuntingDrake (5/19/2012 6:02:40 PM)
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Whilst it works well in many Naya decks, it combos very, very well with Electropotence and Ooze Garden. Bring out a power 5+ creature, Where Ancients Tread goes off for 5, then pay 2F for Electropotence to go off for at least 5. Next turn (or the same turn if you have enough mana) use Ooze Garden to sacrifice the creature and bring out an ooze with at least 5 power, and do the same thing again. Potentially 20+ damage for 8 mana? I'll take that. If you have any Mighty Emergences out too your oozes will come out stronger (as those creatures that enter play with at least 5 power are going to become at least power 7 creatures thanks to the enchantment, meaning your ooze will enter play with at least 7 power).

And let's not forget that if you have cards like Paleoloth or Mycoid Shepherd you'll activate those abilities with this kind of play (twice!). So that's an extra 2 creatures out of the graveyard, and 5 health. What's not to like?
Posted By: JaxsonBateman (10/19/2009 5:02:43 AM)
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people are thinking too much of naya behemoths, just because it was made for them. I find this works particularly well in a mono red deck with ball lightning and maybe some electropotence too
Posted By: Gezus82 (10/28/2009 12:33:09 PM)
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This card seems to never have picked up much enthusiasm from the magic community even though it may be the biggest bomb enchantment in the set. 5 burn damage for just playing creatures normally is like a free lava axe every turn, and the card itself costs the same as a lava axe. Not to mention it's just nuts if you have some way to bring multiple 5 power creatures into play, like an active beastmaster ascension, or followed footsteps on a thoctar, among others. Even played normally, in a common naya deck with cards you might expect to see like cliffrunner behemoth and woolly thoctar, you can pretty easily win in 4 turns just by playing your creatures and doing the 5 directly to the opponent's life points. More than one in play, such as with copy enchantment, would definitely end the game in a hurry at 10 damage a pop. Great way to instant kill planeswalkers. Turns all your 3 mana thoctars into a shriekmaw if nothing else.

The downside of course is that you may not be able to pla... (see all)
Posted By: Donovan_Fabian (11/22/2009 8:11:51 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card heavily relies on mana accel I've come to realize, or used strictly as a finishing card. The problem with this card is you need to fill your deck with power 5s. And besides Thoctar, there's not a whole lot of them that would play early. Plus, if you don't have it in your opening hand, and you have all Thoctars or other 5/n creatures, then you're forced to play those first, and not really get the effect of the card until it pops into play on turn 5 earliest. Not to mention that Naya 5s don't have any protection.

If you use heavy mana accel/deck thinning like Khalni Heart Expedition, Harrow, Rampant Growth and Terramorphic Expanse, then you think your deck of land and you boost your mana to around 6 on Turn 3, and if you have it in your hand, you throw it down and start casting Thoctars on Turn 4. I highly recommend Bull Cerodon for this set up. If you can build your ... (see all)
Posted By: coyotemoon722 (12/4/2009 1:46:51 PM)
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Coyote, you seem to have forgotten Spearbreaker Behemoth. Sure, it won't stop path, but it tries its best to protect your broskis :P
Posted By: izzet_guild_mage (3/19/2010 2:15:43 PM)
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Combos with Changeling Berserker, Changeling Titan and Wren's Run Packmaster and other champions as well, though those 3 are the most viable as you would most likely be playing mana ramp elves. Champion your champions and you can pull off some nice tricks, it can also can go for infinite with 3 champions on top of each other. Not the most powerful combo ever but its a fun combo which doesnt require any extremely expensive pieces, and the deck itself can be pretty effective without Where Ancients Tread.
Posted By: ddong (5/13/2011 2:08:55 AM)
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Reminds me of Æther Charge, although the great advantage here is that you can also deal the damage to a creature. yet you won't be able to deal massive damage with little one-drops, either - as opposed to Arther Charge. Can deal great amounts of damage, but overall it could have been slightly cheaper.
Posted By: Mode (8/23/2009 4:53:51 PM)
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Coupled with Godsire whenever he pops out one of his tokens this bad boy will auto hit anything you want for 5 damage. After that you might as well use Brion Stoutarm to launch it at them for another 8. Maybe even lay down a Soul's Fire beforehand.
Posted By: Vilkacis666 (5/17/2009 1:28:41 PM)
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0.51.01.52.02.53.03.54.04.55.0

 




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