I like this one. Though blue doesn't really need something so aggressive.
Posted By:
Theostratus
(1/29/2010 10:09:34 PM)
Seems like it'd work well with a W/U Allies deck. A possible turn one 2/2 Flyer isn't bad at all.
Posted By:
CaptainNick
(1/30/2010 12:31:45 AM)
This + Freed from the real + Fertile Ground
I think I just found another way to get a turn 3 Emrakul, muhahaha
Posted By:
Aun
(1/1/2011 1:48:32 PM)
Great combo alert!!!
Turn 1: Island, Wind zendikon
Amazing!
Posted By:
divine_exodus
(11/12/2010 1:32:39 PM)
@EternalLurker
The issue with your train of thought is, aside from having a 2/2 flier to attack with for a few turns, you get the same end results as if you'd just drawn a fetchland in place of the wind zendikon.
Posted By:
Kennisiou
(12/12/2010 9:11:08 PM)
This card is all fun and games until someone exiles your land. Then you're out an enchantment (CURSE YOU AURA CARD DISADVANTAGE!) and also out a land. If they Path this early enough, you could be out two turns, effectively. That's bad. Fortunately, I play only casually and none of us have ever even SEEN Path to Exile, and the cheapest removal is Duh. This card pwns in that format.
Posted By:
ClockworkSwordfish
(2/19/2010 10:29:05 AM)
i use this in my control deck with quicksand
-1/-2,,atack,next turn,kill a creature,wuicksad return to my hand,then it comes int play,actives the landfall and then again,i can kill another creature
Posted By:
Layton
(2/1/2010 4:58:39 PM)
The best Zendikon and probably the only playable one.
Posted By:
True_Smog
(2/7/2010 11:24:38 AM)
art doesn't really match the 2/2 p/t
Posted By:
lokasennna
(2/9/2010 12:39:01 AM)
Does anyone know if you can rite of replication these zendikons and make a bunch of creature lands?
Posted By:
poopooparty
(2/9/2010 2:03:05 PM)