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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 3.462 / 5  (91 votes)
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Yes, it is arguably the worst of the cycle. But I don't think people fully realize the point. You aren't activating most of these manlands early anyway. With the exception of Raging Ravine, none of them are particularly aggressive. Celestial Colonade is too expensive, Stirring Wildwood is primarily defensive, and Creeping Tar Pit, although cheap to activate is still just a 3/2. This is great in the late game, when most decks plan to actually use it. It takes up a ton of mana, for sure. But say with 7 mana, it becomes a 5/2, which is more power than any of the others. Perhaps this is not as meaningful in an aggressive deck, but it fits well into a midrange to controllish type deck. Plus, again, it is a fricking dual-man land! Four stars.
Posted By: ZursApprentice (5/13/2010 10:46:34 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I agreed with those saying it was unplayable at first, but still decides to give it a chance. It works. RB is chock-full of good removal and this is a land the you can pump tons of spare mana into. It compensates for its early came weakness in the late game. Besides, People are going to be reluctant to attack with their fatty when they know you can tap out to match its toughness...this card is more about psychology then the others.
Posted By: spectermonger (4/20/2010 7:36:23 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I enjoy this card. Definitely could've been better, but, still a game winner and complicator. your opponents have to think twice before full-out swinging late game. I like the versatility this card provides. 4/5.
Posted By: Swordfishtrombones (5/24/2010 11:41:12 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Any land that can be a finisher in the late game is worth your deck slots.
Posted By: TheWrathofShane (9/6/2012 11:35:44 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


So, it's a the worst of the cycle. IT'S STILL A DUAL MANLAND PEOPLE. 4 stars.
Posted By: JWolps (1/30/2010 7:23:35 AM)
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Possibly the worst of the manland cycle. Fairly expensive to activate, and no matter how much you pump it, it doesn't even get out of burn. It could be useful after a wipe, or very late game, but that's about it. I know it's said about everything, but this dies to the lightest of removal. Unkicked Burst Lightning. Disfigure. Hell, it dies to Shock. The weakest removal takes it out.
Posted By: Elysiume (1/29/2010 1:54:18 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


i agree it is the worse of the cycle, but it is still fairly interesting, tho i agree it should have been at least a 2/3
Posted By: wolfv (1/29/2010 4:12:20 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Why did I pull this and not creeping tar pit? It still works pretty good in the deck I have it in, which is basically all removal.
Posted By: blindthrall (2/9/2010 9:26:28 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


A good example of how not to design a manland. It needs a billion mana to actually do something. Sigh. Really disappointing.
Posted By: True_Mumin (2/2/2010 8:29:13 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


The ability is clearly not overwhelming, but I think people are forgetting that we're talking about a multi-land here who's only drawback is that it enters the table tapped.

So... Forget the worldwake aspect and you still have a realyl strong mana producer.

4/5
Posted By: Gaussgoat (1/30/2010 6:41:24 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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