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Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

Chronomantic Escape
Future Sight


Reviewed May 25, 2007

Constructed: 1.50
Casual: 1.75
Limited: 1.95

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


DeQuan
Watson

* Game Store Owner

Chronomatic Escape - Friday

I dislike this card in constructed play. Your opponent can play around it and plan for it. And it feels a bit gimmicky. In a limited format, I'm a much bigger fan of this card. It's harder to play around and can become annoying. It can also buy you an extra turn or two when you need it most.

Constructed: 1.5
Casual: 3
Limited: 3

BMoor

Chronomantic Escape
For six mana, creature can't attack you for a turn. Pathetic. But wait! It keeps coming back! Could the repeated effect be enough to disrupt an aggresive strategy? No, againast any deck like that, the game will be over before this even resolves once. But maybe you could use Paradox Haze and the like to make it resolve every turn? Okay, so you've got a three-card lock that stops creatures from attacking you. That means they're free to block. What are you going to do then? Three-card comboes need to win you the game outright, not stall forever and get you no closer to victory. Also, it doesn't resuspend itself if it's countered, so it's a flimsy lock. You're better off with a simple Holy Day; yes, it only works once, but for one mana. And once is usuallyenough over the course of a game unless you're really on the ropes.
Constructed- 1.1
Casual- 1.2
Limited- 1

Aethereal

Friday - Chronomantic Escape

I think all of the re-suspend cards are interesting, but I don't see where this one will fit. It *is* cheap (well, if you suspend it), but the ability to simply keep yourself from being attacked every 3 turns is kind of pointless considering you have two Wraths AND a white Drop of Honey all available to you. This just doesn't do enough to warrant being played.

In casual, play one of the more interesting re-suspend cards instead.

In limited, maybe if you want to do an alpha strike and prevent yourself from being alpha striked back the next turn, but that's pretty situational. It does give you an extra turn, however, which can mean all the difference.

Constructed - 2
Casual - 2
Limited - 2.5


David N

Friday - Chronomantic Escape

White's recurring suspend spell of the set.  This is one of the worst effects with the same mechanic.  Stopping an attack is ok but once every 3 turns isn't really great.  If you want to stop attacks use magus of the moat instead.

Constructed: 2
Casual: 2
Limited: 2

David Fanany

Player since 1995

Chronomantic Escape

Chronomantic Escape seems a little clunky to use in constructed play. Playing it with the actual mana cost is pretty slow, and so is the suspend method. You can only evade attack once every three turns. It also doesn't protect you from burn spells, meaning that if you need to stop yourself from losing the game right now it's not much help. There's probably some crazy casual multiplayer deck that likes this, though I can't think offhand how it would work. I'm sure someone will think of something.

In limited play, this might protect you from an alpha strike once in a while, but your opponent can just attack you while it's suspended. Other cards will probably be more generally useful than Chronomantic Escape.

Constructed: 1/5
Casual: 2/5
Limited: 1/5
The Missing Linc

-Balding for just over 5 years
-Playing MTG for just over 10

Chronomantic Escape

To finish off a week of duds, we have yet another one. 6 mana for a one part orim's chant. No thanks. Without time counter manipulation, you can't even time this things use. With time counter manipulation, you must have a lot of dedicated slots to make this card worth it. It is even a sorcery. Yuck!
Constructed: 1
Casual: 1
Limited: 1
Necro
nomikron

MTG Rules Advisor
Chronomantic Escape:

Too expensive. By the time turn 6 rolls around, it's not going to do much for you. It's a holy day that's recurring every 3 turns... for 6 mana.

Constructed: 1/5
Casual: 1/5
Limited: 1/5
PsychoAnime

#1 Magic Noob in Canada since 2002
If you can somehow get 3 of these togther successively, you will have a really
hard to stop lock for the average deck. Sadly, the chanes of that happening is
next to zero and the lock is too hard to do for the relatively weak effect it
has, so let's look at this by itself.

They can't attack you every 3 turn. That's not as good as it sounds if it does
sound good to anyone. You'll want your opponents not attacking you only when
they have a large creature advantage over you, but if they do have a large
creature advantage over you, they'll just attack you next turn! (barring any
Wrath of God stuff) and so you're stll in deep water. This is one of those
cards that make you think its good but really isn't. Beware! If you don't
believe me, you can always try it out and see for yourself.

Constructed: 1/5
Casual: 1/5
Limited: 1/5

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