Saturday, 21 September 2013

Centaur Glade

Centaur Glade
Oh, how my friends don’t like it when I play this card. This card is, in my opinion, probably one of the most underrated enchantments in Magic. On the surface it does looks pretty bad. Paying 4 for a 3/3 vanilla really isn’t worth it. However, that mindset is too small for this card. Think of it this way: if you have 12 mana just lying around just before the start of your turn in a mono-green deck, what are you going to do with it? Use  it on cards in your hand? How many of those cards can you actually cast at instant speed (assume you don’t have a Yeva, Nature's Herald)? Why not make 3 dudes? Then, you can swing with your 3 new dudes during your combat step and still have all your mana left. Next turn, you can do the same. With that scenario, your opponent either has to tie up 3 blockers, burn cards in their hand, or take 9 damage a turn. All of those possibilities sound like a “win” in your column. Now, I’m not saying this card is perfect. Yes, its 9 mana for your first centaur but the eventual payoff is well worth it in my opinion.

Pros: Repeatable token generation, fairly cheap
Cons: 9 for the first centaur

Rating: 3.5/5

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