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

Asceticism
Image from Wizards.com

Asceticism
Scars of Mirrodin

Reviewed December 28, 2010

Constructed: 3.20
Casual: 3.80
Limited: 3.60
Multiplayer: 3.75

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 of our 
Card of the Day Reviews 

BMoor

Asceticism

Black and red can kill creatures, but not enchantments. Green can kill enchantments, but not creatures, unless combat damage counts. White can do both. Blue struggles with both, but with bounce and countermagic blue can cope with both. Playing Asceticism pretty much requires your opponent to destroy the enchantment if they ever hope to answer your creatures again, which is clearly most effective against black and red. White and blue are slowed down, as they each have about equal difficulty with creatures and enchantments, while green probably ignores it and tries to trample through. But even green has difficulty when your blockers can all regenerate, so really there's no player who doesn't find this a nuisance... except maybe the one that has no need to try and kill creatures at all, and I've never met that player.

Constructed- 4
Casual- 4
Limited- 4
Multiplayer- 4.5

David Fanany

Player since 1995

Asceticism
 
Harkening back to the power of Troll Ascetic, Asceticism asks players everywhere a simple question: would you pay a little more mana to have (potentially) as many Troll Ascetics as you have creatures in your deck? Those who remember how good Troll Ascetic itself was in equipment-based decks, aggressive green decks, defensive green decks, and pretty much any deck that could cast it, will probably say "yes." Those who don't . . . well, this card gives you a taste of that timeless quality.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Multiplayer: 3/5

Paul

Welcome back readers today's card of the day is an interesting one from Scars of Mirrodin that can transform all your creatures into Troll Asctetics. Five mana is a sizable portion of mana to commit for an enchantment that gives all your creatures troll shroud. Asceticism also forces you to leave mana open if you want to regenerate your creatures. In standard this card has not made a large impact overall and as of now it doesn't help any current archetypes. In extended and eternal I doubt this card will see play with the amount of powerful cards available and the fact this ties up your mana. In casual and multiplayer this card is powerful, making your creatures resistant to targeted removal is great and regeneration helps on both offense and defense a decent one of in elder dragon highlander. In limited its great with creatures with Infect, it requires a heavy commitment to green but greatly assists your creatures and helps fight removal. Overall a flavorful and interesting card with more casual implications than constructed.
 
Constructed: 2.0
Casual: 3.0
Limited : 3.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Asceticism which is a five mana enchantment for Green that gives all of you creatures the abilities of Troll Ascetic.  Both are quite useful, especially on larger creatures, and this is quite a powerful card in a mana acceleration design.  Many styles of deck rely on single target removal to control an opponent's field and this shuts them down and offers regeneration at a cost for combat or non-targeted burn.  A solid card in the right deck and worth trying for a different style if nothing else.
 
For Limited this is a card no opponent wants to see across the table as it can be extremely difficult to deal with aside from -1/-1 counters against the Regeneration option.  A good first choice in Booster and easily played in a Green deck for Sealed designs.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0

John
Shultis
Phoenix
Gaming

     Today’s Card of the Day is Asceticism from Scars of Mirrodin. This card is definitely one of my favorite cards from the set. Two green mana and 3 generic mana gets you an enchantment that can regenerate your creatures and protect them from your opponents spells, while safely letting you target them yourself. While a good ability, it could be better with some protection for itself. And with the recent sets having so many was of popping enchantments and artifacts, at most, it may just take one for the team.
    In limited and constructed formats, as well as standard, this card is very good. The ability to protect your creatures and regenerate them in the event something should kill them is great.
   But again, this card shines in multiplayer, but especially in vintage formats. Combo this with an Indestructibility, and you could be set for a long time. Having to spend two destroy enchantment spells could be much to come up with right away. And the protection it offers is especially good against cards from older sets, where there were more ways to handle creatures than you could shake a stick at. Using Privileged Position with this could help out even further.
 
Limited: 3/5
Constructed: 3/5
Casual: 4/5
Multiplayer: 4/5


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