Pojo's Magic The Gathering
Card of the Day
It's life gain, and
card advantage. But the times I think I'd find
between 1 and 5 life during my upkeep would be
small. Maybe if I mana burn
for 1 or 2, but otherwise, I think I'd already be
dead. I don't think this
card will ever see play, and rightfully so.
In limited, it's just about as bad. Don't play it.
A powerful effect
although you do have to be on deaths door to use
it. I can see that U/W may use this card as lots
of control decks see this life range way too often
and are just about to take control of the game
before they die. Convalescent care may give them
an extra turn to take control which could make all
the difference. Of limited use in other decks
though. A 3.5 in constructed.
I like this in limited. Card drawing is always a
good thing and the extra life is nothing to sneeze
at either. A 4 in limited.
Convalescent Care is
kind of a pointless card. Three life and a card
are good, but the problem is that, if you are put
below 5 life, you are either being stomped
mercilessly into the ground so badly that 3 life
will not save you, and the card had better be
Wrath of God, or you are in a war of attrition
that you are losing,and where you wish that
enchantment would go off more often to save shift
The problem with this card is that it only goes
off when it is suppose to save you, but it is 99%
of the time not worth it. You are being pounded
mercilessly, and 3 life does you nothing, or you
need it to do more than 3 life and give you a card
to shift the game. Not to mention if you let
yourself get below 5 life in a game, you're
probably far gone anyways.
In limited, it's the same deal, except if you are
at 5 life or less, unless the game is incredibly
close, you are dead no matter how much life the
card gives you. Covalecent Care's problem is that
it is a useless card that doesn't change the tide
of a game enough to be played in any real sense.
Constructed (Type II) - 1.5 (Extended) - 1.0
Limited (Draft - There is always better on the
first two passes) - 1.5, (Sealed - It's near the
bottom of the play list, but above some of the
crap in Onslaught) - 2.0
In constructed this doesn't really have
much use since being at that life total isnt
recommended without Worship or something. In
limited this card is really good if you can play
it. It always make your opponent rethink about
damaging you without killing you in one turn,
since you'll get 3 life back and a card. Drawing
the extra card also gives you more creatures
faster than your opponent, so this card really
helps you win the race. Especially since its white
and clerics can be used to stop damage that could
kill you since when using this you'll be at 8 or
less most of the time, on your opponents turn.
I also played this in draft, and every time
it got played it was the reason I won the race.
Eventually your opponent won't bother attacking
you if they can't kill you or gain advantage to a
certain degree, since you get constant card
advantage if they just damage you. Which will let
you really get the upper hand on them.
Constructed: 2 (Maybe theres a few freaky combos
somewhere with this card?)