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Wow. Yep even THIS is broken in Kaalia!

1) This is for Angels.

2) Vesuva can turn into this-for-Demons. Kaalia doesn't have room for Dragons after AVR releases.
(OK, maybe you can play dragons if you want, but probably the Angels+Demons only build is stronger unless you were one of the few people that follow Worldgorger Dragon's ban-status or lifting thereof)

3) Commander games tend to go long enough to get lots of lands.

4) Ideally, you should be casting not just the 1 free creature per turn with Kaalia, but also possibly tapping half-out for an extra creature a turn. This will make those creatures as uncounterable as Kaalia makes the free creature, and Anger in graveyard will make them as hasty.

5) It's a tribal land, Kaalia's a tribal Commander. Yes, you obviously obviously DO play this in Kaalia. There are even some cheap Demons in this set to make it better.

Edit: Yeah, actually I saw that Furborn Hellkite from M12- lol can't believe I forgot about him, SOO good with Gisela.... (see all)
Posted By: DarthParallax (5/4/2012 2:28:33 AM)
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"BooHoo this hoses my control deck! Ban it!"

How does this hose control? See, there is this thing called REMOVAL. Control decks use it to get rid of creatures.
Herpaderp
Posted By: LordOfTheUniverseMCS (5/9/2013 12:06:10 PM)
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Playing control decks is a crutch...finally a card that can withstand it!
Posted By: mattjayne (1/22/2013 7:48:46 AM)
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It's a good tool for creature decks to fight control with, but people are forgetting one important thing: Land destruction is in the format. Most control decks are running a decent number of ghost quarters already to deal with inkmoth nexus's being titan'd in, so they now have more targets to hit.
Posted By: Olivier1o1 (5/8/2012 3:02:16 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Far as i know competitive tribal decks tend to have creatures with the same color: goblins are red, merfolks blue, combo elves green... and those creatures are cheap and that's why you dont bother when they are countered. I think it isn't relevant in tribal decks as people think, the tribal deck that could benefit most of this card are the slivers ones, which doesn't see play in competitive legacy where counterspells are mostly played. The big deal of the card is protect your finisher creature in ramp or control decks ( like titans and Wurmcoil Engine) in standard and modern but... Those formats have the weaker counterspells. In standard only Mana Leak have seen play and control, where it's played, isn't the big deal anymore. In modern you have Remand too but even so i think this land is more kind of sideboard material than the extremely overrated ''control destroyer'' people are thinking it is.
Posted By: Lohran (4/27/2012 2:11:35 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This is what I use as my middle finger to counter spell decks. It makes my zombies and vampires not fall victim to the Isochron Scepter, Countersepell combo. But just in case I do run into that combo in my zombies I have two Stifles but this card makes me not use them up against combos like that. Plus Stifle is the counter I like.
Posted By: MakeshiftMage (9/11/2012 3:19:49 AM)
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So awesome in Werewolf, Sliver or Ally decks
Posted By: Thanatophagous (5/2/2012 6:30:57 AM)
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Turn 1: Cavern of Souls, name Humans, play Grim Lavamancer
2: ANY Land, Dark Confidant
3: Land, Knight of the Reliquary
4: Land, Braids
Posted By: Purin (7/2/2012 1:22:55 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I want so see a discard spell with "{B}, Exile this card from your graveyard: Exile target card from a graveyard." I think that would have put a damper on Snapcaster Mage.
Posted By: DacenOctavio (9/25/2012 9:22:19 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card has proven itself. You can listen to Stephen Menendian & Kevin Cron's latest So Many Insane Plays #17 to hear more about Cavern of Souls.
Posted By: ElvisPriestley (10/1/2012 2:30:23 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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