You can sacrifice no lands to get two 0/0 creatures, which can be important for CIP/ETG triggers, or if you have toughness boosters.
Posted By:
syrazemyla
(5/22/2010 9:12:34 AM)
Improved wood elementalX2 in red form, BUH! Hell no if I'm gonna sacrifice land to get vanilla token creatures.
Seriously, when I read about all other colours on this site, it's always "dies to removal this" and "doom bolt that", but with most like that, all you lose is the creature. In this case, you lose the creatures AND LANDS! Should have had trample or at least haste or something to be even remotely worth saccing land.
Posted By:
Sironos
(5/30/2010 1:26:53 PM)
I play a lot of casual games. Run devastating summons with in R/W with balance and Armageddons. Its a knight deck that does its own thing, and this just makes mass land destruction not hurt.
Posted By:
jm396
(7/9/2010 4:05:39 PM)
Despite it potentially winning by turn 3, I don't like this card.
1) It's almost worthless without bushwhacker.
2) Even if you have bushwhacker, if your opponent has counters (i.e. he's playing blue that isn't bant) you have to wait until he's tapped out unless you think he has no counters in his hand.
3) If you do pull the combo off, there's no trample so it can still get chump blocked unless either your opponent is running no creatures (in which he most definitely has counters or removal anyway) or you had a nut draw and was able to put on pressure in the first 2-3 turns.
I would've liked this card better if it costed a little more mana but the tokens had trample or haste, or there were more than 2.
Posted By:
mdakw576
(8/27/2010 3:26:15 AM)
If you play bushwhacker BEFORE the summons, I'm pretty sure the elementals do NOT have haste because you didn't control them when his effect triggered.
Posted By:
lorendorky
(9/14/2010 6:38:21 PM)
..and you thought having Harrow countered stung....
Posted By:
tcollins
(1/18/2011 9:23:43 PM)
I commented elsewhere similarly but:
If you're playing in casual or similar and have a citadel of pain out, people generally don't leave lands open. Mix with manabarbs and you're normally dealing 4-8+ damage a turn (damage equal to their lands at a minimum.) Keep something that disallows prevention if need be (leyline of punishment.)
However it works, it works best when you don't have lands. Giving yourself a couple guardians after nuking the board (forcing people to use their mana if they're to win, thus taking more damage than you)
It sounds convoluted but I use a draw heavy Wheel of Fate style casual multiplayer deck, so getting the proper combo happens over a few turns and is somewhat reliable.
Posted By:
blurrymadness
(2/10/2011 10:59:15 AM)
Turns out to be quite nice late game with a Furnace Celebration out.
Posted By:
SeiberTross
(3/15/2011 10:04:34 AM)
I don't understand why people keep saying the tokens die to removal too easily. You can't just rate a card on the basis of whether or not it can be easily destroyed.
By the way, it's a good 2-of in my Kuldotha Red deck. With Goblin Bushwhacker, it is another win condition.
Posted By:
Flanktacular
(3/19/2011 1:26:48 PM)
Ogre Battledriver!
Posted By:
TheWrathofShane
(12/4/2013 12:30:35 PM)