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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 1.828 / 5  (61 votes)
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Similarly to hexplate golem, this guy is mainly just beefy. 4/6 for 6 is not bad at all. Sure, it's not the most exciting card ever, but even disregarding it's rules text this guy is fine in limited and I might throw it in a casual deck because it's bound to go under the radar.
Posted By: Shiizu (10/28/2012 1:23:21 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Gotta rid Ravnica of those Underworld Connections!
Posted By: DacenOctavio (10/28/2012 1:47:15 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Obsi*** Golem!
They've forced you to do menial labor! Nooooooo!
Posted By: Kryptnyt (10/30/2012 1:19:10 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


A freaking Street Sweeper?!

5/5
Posted By: Emperorerror (11/2/2012 6:15:11 PM)
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This is almost depressingly bad...
Posted By: Hunter06 (11/16/2012 7:57:53 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I was wondering when they'd eventually print a card with this ability....
Posted By: Kirbster (11/29/2012 12:23:16 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Enchant lands are probably among the worst card types available. They could do what they do on their own most of the time, without having to be an aura. Instead you have this super clunky design where you either tap your land for mana or for some other ability. 1) Yes they are safer to play than enchant creatures, but their benefits are usually worse by a lot. (see Tin Street Market) and 2) if the ability the enchant land gives really is worth it (Underworld Connections comes to mind) then you have to essentially sacrifice a land to use it well. So there you have it, as a card type in general, enchant lands are associated with tempo loss, and poor card quality.
If your opponent is playing an enchant land deck, there's no reason to sideboard this in. They already lost. That means that this card is null, unless you like 4/6's for 6 mana.
And for that reason I give it a 5/5. No that's not a typo.
Posted By: pedrodyl (1/14/2013 9:51:54 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Considering how many horrible cousins to this card have been printed (6/4 artifacts for 7, 4/4's for 6, etc.), I think we should be grateful that they bothered to print a rather sturdy artifact creature that is not either grossly overpriced or vastly overpowered and Mythic Rare to "balance" it. Sure, this won't see play in Constructed, but it is not useless and is playable in Limited. And how is this rated LOWER than Phyrexian Hulk and Obsian-us Golem, when it's better than either of them?

Oh, and yes, in Limited I actually did manage to drop one of these for free after hitting with Rakdos, so that was cool.
Posted By: Radagast (1/20/2013 9:32:26 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


At worst, it's a 4/6 vanilla for 6 that can be played in any deck. The ability will not be very useful most of the time, but in limited, this is a good card!

2/5

EDIT: I got excited for this when I saw that there was a cycle of land enchantments in both Return to Ravnica AND Gatecrash. Tragically, they all suck
Posted By: Superllama12 (1/22/2013 2:43:55 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I can only presume that this is one of those things that will make more sense in Dragon's Maze. Presumably (hopefully?) enchant lands will be relevant by the time we're drafting RTR/GTC/Dragon's Maze? Maybe the Dragon's Maze itself is an enchant land?
Posted By: bowlofgumbo (1/29/2013 10:45:40 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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