This is an interesting card. It seems like it
could be useful, but I'm not sure when I'd
really want it. I know that I wouldn't want it
main deck under most circumstances. But, I might
potentially sideboard it. It's at least a low
cost card to play. This is likely to be a good
casual card though. It might just keep you from
taking an alpha strike to the face.
A strategical play, and a fairly powerful one.
Suddenly your two creatures can block all four
of your opponent's. Of course, blocking two
creatures could easily kill one, so you'll need
high-toughness guys or creatures with some sort
of self-preservation ability (like Drudge
Skeletons or Stuffy Doll). More clever would be
to use this and gang block multiple creatures--
you attack with two guys, and my two guys each
block both of them. Prepare to relearn the rules
of attacking and blocking. And to really
frustrate your local Goblin player.
This card isn't supposed to be played in
constructed. How do I know that? Look at the
cards that cost the same but actually get the
opposing creatures off the table where they
belong: Condemn, Porphyry Nodes, Sunlance. Don't
even get started on the cards that exist in
older formats. High Ground is mainly intended to
mess with your opponent's combat math in limited
matches. That's exactly what it does, though I
personally wouldn't play it unless I had very
large creatures or ways to generate endless
amounts of tokens - something like Verdant
Force, which is both, would be ideal.
Constructed: I’d be more impressed with this
card if white wasn’t the color of the small
creatures. As it stands something like high
ground will probably only mean doing something
like chumping your small creature to two much
larger creatures to save your self some damage.
I could see this working well with a creature
like Knight of the Holy nimbus or a creature
with protection that wouldn’t die to the larger
creatures and could just frustrate your
Casual/Multi: I can see a lot more application
for this in casual as strategies like saprolings
and other token generators can be much more
heavily played. This allows your first strikers
to get in front of a few tokens and take them
out, making attacking you with those tokens seem
like a bad idea.
Limited: There isn’t really much that this can
do for you in limited. The best application for
this could be the card Loyal Sentry which
destroys both itself and the creature that it
blocks, with High Ground out it makes the sentry
a 2 for one, and combining with cards like
Recover and Gravedigger to make the most use out
of it. That isn’t going to be that common
though, and for the most part isn’t going to net
you any real advantage. Not the answer to your
opponent’s attacks that you need it to be.
Magic Noob in Canada since 2002
High Ground (W)
Each creature you control can block an
When a creature blocks 2 creatures, the blocking
creature is likely
going to die, meaning unless that creature has a
toughness or youh have some sort of bouncing
effect to save your
creature, High Ground is probably a bad deal.
If you're chump blocking 2 creatures, this is
quite useful, but seeing
as how you're facing 2 rather strong creatures,
you're dead anyway.
Limited: 2/5, could help when racing
Monday - High
Pretty much a waste of cardboard; at least it's
not a rare. It does only cost 1 to play, but why
in the world do you care about this effect in
constructed? If you're running enough creatures
to make this even remotely matter, you should be
beating down with them, not trying to hold off
their army (vs. aggro decks) or failing to hold
off their giant flying win condition (vs.
control decks). In both constructed and casual,
shun this card.
In limited, however, the card is not complete
garbage. It can help out in a racing situation.
Probably a 23rd card, though.
Constructed - 1
Casual - 1
Limited - 2
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