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Pojo's Magic The Gathering Card of the Day

Magic: The Gathering
Image from Wizards.com

Summoner's Pact
Future Sight


Reviewed September 18, 2007

Constructed: 2.86
Casual: 3.57
Limited: 2.57

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 

BMoor

Summoner's Pact

As powerful as it is, nobody seems to want to find any green creatures for 2GG, never mind the fact that an untimely Bust (or even Wipe Away) could cause you to lose the game. The only cards that really get sought out are Scryb Ranger and Mystic Snake; creatures with both flash and other abilities that you'd want to get out as a surprise instant. Otherwise, Green mages seem content to just use their newfound draw abilities to draw into the creatures they need. I'd love to see it break, but for now it seems like the second least powerful Pact (besting only Intervention Pact).

Constructed- 2.5
Casual- 3.5
Limited- 2

Aethereal

Tuesday - Summoner's Pact

One of the more useful Pacts from Future Sight, this lets you find any green creature and costs four mana later. It's generally seeing more play in aggro decks than in control decks, as it helps you curve out if you need to, or just find an extra creature to get in those extra 2 or 3 points of damage. Worth considering in just about any green deck you build, but it doesn't always make the cut.

In casual, this searches out your Verdant Force or other big green fattie.

In limited, if you have a bomb green creature, I'd definitely play this.

Constructed - 3
Casual - 4
Limited - 3 (situational)


David N

Tuesday - Summoner's Pact
My 2nd favorite pact behind slaughter pact. This is worldly tutor's cousin. I actually love this card especially in a hasty green primal forcemage deck. The payment for the pact is something that may not matter in this type of deck as that creature you look for should do the fatal damage.

Constructed: 4
Casual: 4
Limited: 4

David Fanany

Player since 1995

Summoner's Pact

I've never been afraid of paying for spells up front, and so I wasn't a huge fan of the pacts when I first saw them. Nonetheless, Summoner's Pact is a decent card in combo decks involving creatures - Hulk Flash springs to mind, and possibly Aluren to find Essence Warden. It's a very good option for casual decks, being faster than Worldly Tutor. I'd pick it late if at all in limited games; I'm not sure there are any green creatures in the block that you absolutely must find now other than perhaps Timbermare and Quagnoth.

Constructed: 2/5
Casual: 3/5
Limited: 2/5

Arcane
Summoner’s Pact

Constructed: Green is the color of big creatures, so the ability to search up a creature at instant speed is very nice allowing you to cast it on your turn, look for a creature, play it and then just pay an echo for that creature in the form of 1GG (just a bit harsher penalty if you don’t pay). The problem for me is that by only being able to search up green creatures reduces the power of this card by a great deal. I can understand the desire of wizards to not want to “break” the card but I still don’t see how not being able to find any creature would still be that bad.

Casual/Multi: A like this card a lot more here, but mostly because recently my play group has been on an Elder Dragon Highlander kick (if you don’t know the rules for the format take a look it’s quite exciting!) so the ability to tutor up the creature you need in green deck (or gold cards) is great for toolboxing a deck. Again the ability to only get green creatures is a bit of a let down and restricts how to use it in deck building, but with creatures like Giant Solifuge and Groundbreaker this card can turn really well into a burn spell.

Limited: The power of this card is all dependant on the power of the creatures that you can pick up. If you get very few good green creatures then this card is best left off to the side. I can see this being a solid card in a deck that drafts lots of removal and a few solid fat threats as a means of providing you with a creature when you need one in a deck with few of them (I’m thinking like 10-12 out of 23 cards). Loses points though since a lot of the best creatures I think of for TPF block drafting aren’t green.

Constructed: 2
Casual: 3
Limited: 2
Meb9000 Summoner's Pact

The pact cycle from Future Sight is definitely one of my favorites, as it provides a tutoring power green hasn't seen this side of Eladmri's Call or Worldy Tutor. Being able to search any green greature, especially including multicolor ones, allows Summoner's Pact to be extremely versatile. There is always of course, the nasty pay for me or lose effect, but that can be negligible if the pact is used at the right time. My best advice is to use this in your Main Phase, play the searched creature, and you just got ahead in tempo slightly. Some might use the Pact as extra copies of Chord of Calling in Project X. Many possibilities are viable for this one. Not as powerful in limited though, since a one shot-search isn't as hot. Not completely unneeded, though, since Green gets the bombs a lot in Limited.

Ratings

Constructed: 3.5/5
Limited: 3/5
PsychoAnime

#1 Magic Noob in Canada since 2002
Summoner's Pact

For 2GG you get a rather restricted Diabolic Tutor. However, this card's saving grace is that it's cost can be paid later. It's only use is to be part of a combo as control doesn't need this and it's too expensive for aggro.

I guess you could still use it in aggro but I hate fetching something without haste because my opponent knows I'm not going to be playing anything next turn.

In casual, this can be a decent searcher but if you're playing with your friends, they are a lot more likely to let you pay 2GG if you forgot to do it during the upkeep.

In limited, if you have a green creature bomb, go ahead and play this. If you don't, I would shy away from this.

Constructed: 2.5/5
Casual: 3.5/5
Limited: 2/5
 

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