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

Raging Ravine
Image from Wizards.com

Raging Ravine
Worldwake

Reviewed March 25, 2010

Constructed: 3.33
Casual: 3.33
Limited: 3.67
Multiplayer: 3.33

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

Raging Ravine

The first time it attacks, it'll be a 4/4 by the time it connects, so the window of opportunity for your opponent to Lightning Bolt it is small indeed. Bituminous Blast gets a slightly bigger window. Then again, non-toughness based removal like Smother or Doom Blade can always job it, as can a big enough blocker, though "big enough" becomes a progressively more challenging criterion to meet. And how much damage can it do before that happens? A lot, I'd wager. And in the meantime, you've still got a dual land.

Constructed- 3
Casual- 3
Limited- 3.5
Multiplayer- 3

David Fanany

Player since 1995

Raging Ravine
 
Like their ancestors from Urza's Legacy, Raging Ravine and friends are a multiple threat. Not only do they do what good multilands do, they punish your opponents for forgetting to play with instants. Raging Ravine is arguably the least essential of the five, as it does similar things to Lightning Bolt, but it's hard to argue with something that hits as hard as this. And it even has great art.
 
Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Raging Ravine which is the Red and Green living land that costs four to activate as a 3/3 that gains a +1/+1 counter whenever it attacks.  The counters are useful as it is not vulnerable to many forms of removal while a land, but the activation cost being maintained is a bit high.  Also, the lack of any direct protection or defensive ability limits this to a fairly singular role.
 
For Constructed, Casual, and Multiplayer this can be a good choice as both mana production and opportunity to use excess mana in the middle to later stages of the game.  Some of the other lands may offer a bit more pressure as this can just be blocked by a 1/1 and will take several turns of attacking to become a real concern.  Better than a standard dual land with a comes into play tapped condition for a Red/Green deck and can be supported by Red's burn to help get open attacks.
 
In Limited drafting this is a difficult first choice as it requires support from two colors, but burn and mana acceleration go well together.  Very much worth using in Sealed if the pool is adequate in both colors as it makes running two colors easier and is quite useful in the later stages of the game.  In addition any removal options, especially for a land, are not likely to be in abundance in the format.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


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