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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!


Image from Wizards.com

Rampaging Baloths
Zendikar

Reviewed November 10, 2009

Constructed: 3.00
Casual: 3.50
Limited: 3.90
Multiplayer: 3.13

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 


David Fanany

Player since 1995

Rampaging Baloths
 
Rampaging Baloths is one of those rarest of gems: a card that everyone can like. It's a solid threat even in very streamlined competitive decks, as it simply gets out of hand if left unanswered. It's a neat puzzle for casual players (how many times can you trigger it in one turn?). Overall, a powerful and fun addition to green's menagerie.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Miguel

Tuesday 11-10-09 

Rampaging Baloths 

Constructed: To much spot removal for big dudes like this one. The trample makes it a okay card, but not for main tournament play. 

Casual & Multiplayer: This fits in with the big green creatures decks. And as a bonus it can make big creatures to. 

Limited: This is a fantastic card for limited play. The ability to make a creature every time you put a land into play is the best. Good thing it does not have shroud.

Overall a good card for the fun and limited card. 

Constructed: 3
Casual: 3
Multiplayer: 3
Limited: 4

Later

Miguel

Paul

Magic The Gathering COTD: Rampaging Balothh’s

Welcome back readers today’s card of the day is another mythic rare from Zendikar. Rampaging Baloth’s is a 6/6 creature with trample for six mana. A decently priced creature in that regard its landfall ability is also an added incentive whenever you play a land you get a 4/4 green beast token. Landfall is an amazing mechanic it rewards players for doing what they do normally throughout the course of a game make land drops. The only problem with Rampaging Baloths is by the time you can realistically play it how many more land drops can you make during the game? Even one of two additional lands after playing Baloths can make a noticeable difference in field presence allowing you to form a small army by only dropping lands onto the field. In standard this card may see some play as a part of ramp decks, the evasion is good but Rampaging Baloth’s paints a large target on its head merely by entering the field. In extended this card could possibly see some play in interesting ramp based decks although there are faster cards to contend with this card may not make the cut. In eternal format’s no possible way this would see play. In casual and multiplayer this card shines at the table, dropping this creature early and following it up with fetchland or even something like Terramorphic Expanse can be quite deadly allows you to pump a big board of creatures without overcommiting more threats in case of a Wrath of God or Day of Judgment. In limited its an expensive bomb card, if your heavy in green I can see this guy working hard for you if you have cards to search for lands or mana ramp into it. Overall a powerful card that will see casual play but its impact on constructed may or may not be seen.

Constructed: 2.5
Casual: 3.0
Limited: 3.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Rampaging Baloths a 6/6 with Trample for six mana that also produces respectably large 4/4 tokens whenever a land enters the battlefield under your control.  With cards like Harrow and Oracle of Mul Daya around this card can create an impressive level of field presence in short order.  Playing the Baloth as soon as possible may not be the best move depending on the situation as saving it long enough to play a land on the same turn helps mitigate the threat of removal on your opponent's turn.
 
For Constructed, Casual, and Multiplayer this can be a good choice in a fast mana deck as it gives another use for lands later in the game and is well-costed even without factoring in the Landfall ability.  If the deck is designed to play this relatively early and generally have a land or two to play on most turns there isn't much that can hold off the combined threat of a 6/6 with Trample and swarming 4/4s.  Naturally the Baloths themselves are vulnerable to removal from Black, White, and counterspells from Blue, though out of range of most of Red's burn arsenal.  Some additional protection or reasonable safety precautions for the 6/6 are recommended if the swarm is a goal as opposed to Trample damage.
 
With Limited I consistently say that tokens equal card advantage and this is no exception.  A 6/6 for six alone is tempting, with Trample is almost a given in a Green deck, but with Landfall this is a clear choice and should never be passed in Booster.  Even if this is the second pack it may be possible to run two colors with Green's wealth of mana fixing options.  If not, you certainly don't want the Green opponent to your side adding this to their deck and it should be hate drafted with extreme prejudice.  In Sealed if there is any mana fixing available in your pool running this is recommended as little else in the format can withstand 6/6 on offense or defense.  (Terra Stomper, Iona, and Lorthos being the unmodified creatures that can slay Rampaging Baloths and live while Halo Hunter can trade.)
 
Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 3.5


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