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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Kamahl, Fist of Krosa
Image from Wizards.com

Kamahl, Fist of Krosa
Onslaught

Reviewed December 15, 2011

Constructed: 3.40
Casual: 4.05
Limited: 3.90
Multiplayer: 3.45

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

Kamahl, Fist of Krosa

For six mana, 4/3 is a bit small, but then, you don't Kamahl just to swing with him. His abilities are the real draw here. Curse of Death's Hold didn't exist when Kamahl was printed, but now that it does, we're talking, "G:Destroy target land". Even in his day people saw this and played him alongside pingers. His second ability, meanwhile, is repeatable Overrun. Have you ever wanted to Overrun twice in one turn? Back in Onslaught you could!

I think the idea here is that you're supposed to animate your own lands, then Overrun and attack with a swarm of 4/4's and whatnot, but really I can't help but wonder where all that mana is supposed to come from. You're tapping one land for every land you animate, then tapping five more for the Overrun, and you still have a bunch of untapped lands to swing with? Did games really go on long enough in Onslaught block for people to get to 15-20 lands, or was Dark Ritual just more accessible? Really, I like that the two abilities could, theoretically, be used in conjunction but I think they're better off alone. That said, I like having them both on the same Legend. Somewhere out there is a wicked sweet Commander deck with Kamahl as the leader.

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

David Fanany

Player since 1995

Kamahl, Fist of Krosa
 
Green has somewhat of a reputation for being a much more straightforward color than some of the others, but every now and then you see something that makes you realize that green is capable of being tricky when it wants to be. Kamahl's two abilities work together well, of course, but each one is useful on its own and very much capable of making plays. Whether you're destroying lands in combination with Curse of Death's Hold, giving a Scion of the Wild a temporary boost, or just Overrunning, Kamahl is surprisingly multidimensional for a guy who used to not understand simple proverbial phrases, and definitely worth the commitment to green his abilities need.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Kamahl, Fist of Krosa which is a six mana legendary Green 4/3 that can turn lands into 1/1 creatures until end of turn for one mana each and for five mana can give +3/+3 and Trample to creatures you control until end of turn.  The Overrun effect is excellent for the turn after Kamahl is played as he can also take advantage of the boost, as can any lands you use the first effect on provided enough mana.  A Green deck based on acceleration can manage the fairly high cost and this works well in combinations or as a finisher. 
Overall a powerful card in the right design, but the costs keep it from being a bigger threat.
 
For Limited this is a potentially devastating card in a primarily Green deck, with another color splashed for possible combinations.  Red or Black for removal on an opponent's lands turned into creatures can make portions of their deck unplayable and of course the ability to attack or block with somewhat expendable lands creates many opportunities.  In Booster it is possible to aggressively draft in-color which puts this as a good first pick, but Sealed requires a bit more luck to have enough Green cards or a good two color mix to effectively maintain Kamahl's effects.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

John
Shultis
Phoenix
Gaming

       Welcome back to the card of the day section at Pojo.com! Today we are looking at Kamahl Fist of Krosa. Kamahl Fist of Krosa is a rare green creature that costs four generic and two green mana. Kamahl is a 4/3 that has two pretty decent abilities. The first is pay one green mana, target land becomes a 1/1 creature until end of turn that is still a land. The next ability is pay three green and two generic, creatures you control get +3/+3 and gain trample until end of turn.

      While Kamahl Fist of Krosa is not himself a significant fatty, he does have the ability to regularly turn all of your current creatures into fatties. The ability of every turn using him to Overrun is just nuts. And since he is green, mana acceleration could very well set you up to Overrun more than once a turn. And since if you have the extra mana he can also turn lands into creatures, your attacking army could be even larger. But you should probably just use something like Life and Limb to turn your lands into creatures.

      All in all Kamahl Fist of Krosa is a very good creature that once on the board has a lot of potential to end the game.
 
Limited: 4/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 3/5


Paul

Magic The Gathering Card of The Day: Kamahl, Fist of Krosa

Welcome back readers todays card of the day is simply amazing I have won quite a few games using his Overrun ability making me a bit biased. Let’s just get this out of the way, standard, extended, and modern formats can’t play it due to the age of the card. However eternal formats such as legacy and vintage this card is too slow and the decks that need an overrun effect(read elves) have one in the form of Ezuri Renegade Leader making this card a relic of the fast. Except in casual and multiplayer where this creature is still the bee’s knees, trampling over opponents in your token or elf or other green decks is still a powerful ability and turning any lands you got lying around into 4/4 creatures is nothing to scoff at, there are also combos of turning lands into creatures so become vulnerable to board wipe effects a clever trick if someone is trying to Wrath away your Kamahl and other creatures. Otherwise it is simply powerful when combined with large number of creatures and last time I checked creatures are pretty powerful in casual and multiplayer. In limited this would be a bomb if you drafted it, it certainly ties you to green but building your deck around it would be worth it. Overall a powerful creature that can also serve as a general in Commander and is one of the most powerful druids of all time.

Constructed: 2.0
Casual: 4.0
Limited: 3.5
Multiplayer: 3.5


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