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Kind of liking the Ally Sliver idea there and that's about all I can think of for this thing.

I do have a Merfolk/Goblin deck that has one Unnatural Selection to help with Lord bonus sharing. But f I run Xenograft instead then I'm begging to get one-side Wrath'd by Extinction. Unnatural Selection would only allow that if I activated its ability on someone else's turn, which I would have no reason to do outside the combat phase. That card has limited usefulness as it is, and I'd say this is strictly worse.
Posted By: jfre81 (5/30/2011 9:38:10 PM)
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@ Haz-Mat
You may have your chance to have crazy Wolf Ally shenanigans. If Turntumber Ranger cared what a creature was before it was on the battlefield, its text would read "When you cast an Ally spell..." or "As an Ally enters the battlefield under your control...", and the combo with Xenograft would do nothing. But, the Ranger only cares about something after it has already entered the battlefield and gotten it's extra creature type from Xenograft. Therefore, this is a valid combo, and should be fun to do whenever you can pull it off. It's one of those little semantics things that can make or break a potential combo, but at least in this case, it works out.
Just look out for Extinction.
Posted By: Gandlodder (5/30/2011 10:33:36 PM)
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Should have been a shapeshifter creature.
Posted By: Cheza (6/2/2011 6:29:59 AM)
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Let's see, pick Golem and use the Splicers, plus Coat of Arms, Tempered Steel, and whatever else you want.
Posted By: FiveColorFinder (6/2/2011 2:20:05 PM)
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My impossible combo: Precursor Golem + Doubling Season + Rite of Replication + Xenograft + some splicers. (Preferrably Maul Splicer or Master Splicer)

So Xenograft makes everything you control the creature type of your choice in addition to whatever else it is. Choose Golem. Precursor Golem copies any spell that targets a golem for each golem you control. Doubling Season doubles that number.
With the Kicker we're talking ten token copies of every creature you control PLUS all of the golem tokens that the Precursor Golems and splicers bring in with them.

Now all you need is Aceticism to keep Unsummon from becomming Wrath of God.

Oh yeah, throw in Coat of Arms for extra fun.
Posted By: Philbo_the_Happy_Halfling (6/3/2011 3:01:59 PM)
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Anyone one else thinking Golem Tribal?

Your Splicers also get the bonuses.
Posted By: Xilinoc (6/7/2011 7:43:32 AM)
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Hey look, an X!
Posted By: Gabriel422 (6/12/2011 9:52:10 PM)
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I'd play this in a Bant deck. Why?
Life and Limb
Terra Eternal

Oh, so now all my creatures are Saprolings. And all my Saprolings are also lands. And all lands are indestructable. Hooray for all my creatures being indestructable! And, in a pinch, I can tap them for mana, too.
Posted By: Andon_A (6/16/2011 7:50:41 PM)
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At last! This card solves all my deckbuilding problems, for now I can make a workable Lammasu-only deck!
Posted By: Splizer (6/18/2011 3:42:18 PM)
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Alright, so I was looking over the FAQ for the Commander cards, and I came across something that pretty much confirms Allies + Xenograft will work:

Archangel of Strife
{5}{W}{W}
Creature -- Angel
6/6
Flying
As Archangel of Strife enters the battlefield, each player chooses war or peace.
Creatures controlled by players who chose war get +3/+0.
Creatures controlled by players who chose peace get +0/+3.

* Archangel of Strife's second and third abilities are linked. Similarly, its second and fourth abilities are linked. The bonus a player's creatures get depends only on the choice that player made when Archangel of Strife entered the battlefield.

* The active player chooses war or peace first, followed by each other player in turn order. Each player will know what previous players chose when making his or her choice.

* Archangel of Strife's bonuses apply immediately. Depending on your choice, Archangel of Strife will enter the battlefield as either a 9/6 or 6/9 creature.
... (see all)
Posted By: RuthlessViking (6/24/2011 4:04:58 PM)
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