T2: Mulch.
T3: Splinterfright
This combo has helped me many a moon.
Posted By:
infernox10
(10/14/2011 7:11:40 AM)
(Removed from the old version of Mulch and placed here for relevancy's sake. Man do I miss that Rebecca Guay art though.)
Mulch, despite the rap it gets, really isn't a double-edged sword, statistically speaking (with some fringe exceptions... more on that later*).
It's true that sometimes you really want to see card X (or more likely, card X or card Y or card Z), and Mulch forces you to discard it. Well, that sucks. But played out over enough games, you'll be just as likely for Mulch to get card X/Y/Z out faster as you are to have it take longer. It doesn't always seem that way, because it's a lot easier to notice when Mulch discards the card you needed than it is to notice that Mulch got you four cards closer to the card you needed. Average out how much it's slowed you down by passing a key card vs. how many times it's gotten you one sooner, and it will almost always come out to 50/50 or thereabouts. (Same is true for being milled, but that doesn't... (see all)
Posted By:
Lyoncet
(9/22/2011 4:26:37 PM)
Great card. Not only will it fetch you land, but it will place what it can't fetch into your graveyard. And in Innistrad, having things in the graveyard is good, because you can tutor for stuff in there with all the graveyard focused abilities in the set.
Posted By:
MechaKraken
(9/23/2011 10:54:56 PM)
A reprint I've been waiting for. Not exactly a fan of the new art although it's at least more appropriate for a horror set than Rebecca Guay's version.
Looks fun but really needs to use the milled cards (or combo with some way of ensuring the land's on top of your deck) to be effective. 2 mana for 1-2 land on average with no ramp just isn't worth it when it's unreliable.
Now when the milled cards are powering up lhurgoyfs, being cast via flashback and returning to the battlefield...
Posted By:
Studoku
(9/25/2011 5:39:25 AM)
Ah, but this time, we can't get it in the same draft format as Forbid. That was a lot of fun!
Posted By:
Kryptnyt
(9/23/2011 7:57:15 AM)
This still has an advantage over forbidden alchemy because it fits right on the curve for splinterfright, but sometimes you'll mill off a 'fright off of this instead of popping it to your hand with the alchemy. Tracker's instincts should be used unless you lack ramp in your deck. It can be flashed back if milled too.
Posted By:
RikerBlake
(2/24/2012 9:51:20 PM)
In the right decks (as in, the ones that would use Mulch) your graveyard is like a second hand. Mulch therefore becomes a powerful card, allowing you to fuel your need for lands as well as supply your graveyard for all the shenanigans you're planning. Always an advocate for Mulch. It's a niche card, but it fills that niche role very well
Posted By:
surewhynot
(1/1/2013 8:46:47 PM)
It's Life from the Loam. I want to Snapcast it.
Posted By:
DacenOctavio
(10/23/2011 12:22:28 AM)
This is easy. Zombies.
Turn 2 - Mulch (Grab say, 2 land)
Turn 3 - Ghoulcaller's Chant, pulling the two non-lands back to your hand.
- OR -
Turn 3 - Unbreathing Horde, for 3 counters (provided you dropped Diregraf Ghoul on T1)
Sure, it isn't constructed worthy, but in a deck that likes it's spells in the graveyard as much as it's hand, this looks a lot nicer late game than top decking a Rampant Growth.
@luca_barelli
I don't see it. Yeah, the end results might be similar sometimes (a lot of land in hand) but functionally, they are two entirely different animals. For one, Treasure Hunt gives you a non-land card in hand.
Posted By:
OmegaSerris
(11/11/2011 10:48:30 AM)
almost a reversed Treasure Hunt. Or more correctly, the other way around.
Posted By:
luca_barelli
(10/28/2011 4:24:52 PM)