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


Image from Wizards.com

Ezuri's Brigade
Scars of Mirrodin

Reviewed September 23, 2010

Constructed: 3.75
Casual: 3.67
Limited: 4.00
Multiplayer: 3.25

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

Ezuri's Brigade

A 4/4 for four mana is nothing to complain about, even in green, the color that considers that the baseline. When metalcraft is active, however, this is an 8/8 trampler. Remember, many artifacts are fairly cheap to cast, some costing as little as zero. Also remember that some of them are mana accelerants, which could put you on 2GG before turn four. What we have here is a potential for a 8/8 trampler on turn three, possibly earlier. Tricky to do, and an untimely Naturalize might leave you charging into an unwinnable fight (or at least unable to push any trample damage through), but very few opponents are prepared to defend against an 8/8 trampler on turn three unless they happened to have a kill spell in their opening hand.

Constructed- 3.75
Casual- 4
Limited- 4
Multiplayer- 3.5


David Fanany

Player since 1995

Ezuri's Brigade
 
Another card with definite potential. With all the equipment and mana artifacts just around the corner, you'll soon be spoiled for choice in terms of cards to keep the Brigade at maximum stats. Even if some joker put Granulate or Shatterstorm later in the Scars of Mirrodin block, you'd be left with a 4/4 creature. Hard as it may be to believe, there was a time when 4/4 creatures for four mana had actual drawbacks.
 
Constructed: 4/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Paul

Magic The Gathering Card of The Day: Ezuri’s Brigade
 
Welcome back readers today’s card of the day is definitely a departure from green, a creature that gets along quite well with artifacts. For four mana we get a 4/4 creature unimpressive but with metalcraft we get an 8/8 creature with trample. First my thoughts on metalcraft, artifacts have traditionally been the most broken and easily abused cards, having to control three of them in an artifact block is not really a drawback. In standard I could see this card as well as the other green cards that utilize metalcraft in some sort of aggro deck shell. In extended this remains to be seen, an 8/8 creature with trample requiring some hoops to jump through. The fact is the hoops are not prohibitive so it may see play. In eternal it doesn’t fit into stompy, it’s not an elf, and it’s not Tarmogoyf so it will not see play. In casual and multiplayer players have accesses to a plethora of artifacts broken and just solid cards. Put this guy in a deck with artifact lands and Skullclamp and elves and watch your friends give you dirty looks. In limited it requires heavily drafting artifacts but since this is the plane of Mirrodin, that’s not a problem.
 
Constructed: 3.5
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Ezuri's Brigade which is a four mana 4/4 with the new Metalcraft mechanic.  Requiring three artifacts on the battlefield is a bit demanding if they are creatures, but using equipments or less vulnerable options can help.  With the condition met the 8/8 with Trample is quite nice, but Green can offer some other options to a different a deck.  For a dedicated Green/Artifact deck based on the Metalcraft mechanic this can be a very powerful strong early threat, but otherwise doesn't fit in well elsewhere.
 
In Limited Ezuri's Brigade should do a bit better as a four mana 4/4 is a bit ahead of the curve and there is a large selection of artifacts to work with far less removal to disrupt it.  The double Green may make it a weaker first pick in Booster, but the color does have methods for fixing and the set has Myr to potentially add another source early on. 
With a good draw this can be a turn four 8/8 with Trample which is hard to ignore and really shouldn't be passed on to someone else.  For Sealed the pool will help determine whether or not Green is worth running, but this is a strong card that can win games if supported and not dealt with quickly.  It requires quite a bit of pieces lining up to work, but is worth including even if it doesn't hit until later in the game.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5


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