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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!


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Full Moon's Rise
Innistrad

Reviewed October 26, 2011

Constructed: 3.67
Casual: 3.90
Limited: 3.50
Multiplayer: 2.67

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


David Fanany

Player since 1995

Full Moon's Rise

Now here's a rather original card: a tribal "lord" that isn't a creature. I can't think of any others like it offhand. This means that any werewolf deck that uses it can't be "solved" by killing the lords without the opponent stretching their deck to include anti-enchantment spells. Of course, its own abilities are nothing to laugh at: it makes your creatures hard to kill in combat and completely immune to Day of Judgment, and the power boost makes even the untransformed pack members into threats. Full Moon's Rise is the essential card for an aggressive werewolf-based deck.

Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Paul

Welcome back readers today’s card of the day is Full Moons Rise an interesting enchantment that gives all your werewolves a power bonus and allows you to sacrifice the enchantment later to save all your werewolves from the inevitable   Ratchet  Bomb.  Since the converted  mana  cost  of all  flip cards is  zero werewolves are  especially susceptible to   Ratchet  Bomb this enchantment not only  allows you to get aggressive  but can save your dudes in a pinch.  In standard dedicated werewolf decks aren’t the norm instead they are splashed here and there in builds that can use them not a dedicated deck that needs a full moon. The same concept applies in extended and eternal formats werewolves require too much effort to flip and pale in power in comparison to other cards and strategies available. In  casual  and multiplayer it can  make the human side of  werewolves  into  a  threat  as they are still werewolves and get the pump, werewolves  in multiplayer sound like a bad  and ineffective idea  unless you  put a Moonmist  on  an   Isochron  Scepter.  In limited if  you draft  enough werewolves  this could  be a card to pick  up I wouldn’t  go out  of my way  too early to draft  this however. Overall powerful card for werewolves and may play a role in dedicated werewolf builds as a counter to Ratchet Bomb and a nice aggressive boost.
 
Constructed: 2.5
Casual: 2.5
Limited: 2.5
Multiplayer: 2.5

Michael "Maikeruu" Pierno

Today's card of the day is Full Moon's Rise which is a two mana enchantment that gives all of your werewolves +1/+0 and Trample, plus can be sacrificed to regenerate them if necessary.  This is an absolutely must play in a werewolf themed deck as all three aspects of the card are extremely useful and make the tribe a far bigger threat both offensively and defensively.  Whether or not werewolves can be a competitive deck may take another set or two of the block to really determine, but however the deck is built Full Moon's Rise should be included.
 
For Limited tribal cards tend to suffer, though Innistrad has a decent supply of appropriate creatures and should provide enough to warrant playing this even in a Sealed pool.  In Booster this is a solid second pick after a werewolf first choice that should be supported by drafting additional werewolves.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0

John
Shultis
Phoenix
Gaming

     Welcome to the card of the day here at Pojo.com! We are looking at Full Moon’s Rise from Innistrad this time. Full Moon’s Rise is an uncommon green enchantment costing just one generic and one green mana. Full Moon’s Rise says that all werewolves get +1/+0 and gain trample. You can also sacrifice Full Moon’s Rise to regenerate all werewolves you control.

     Easily one of the best, and perhaps most ridiculous uncommons from Innistrad. The fact that it pumps all your werewolves was crazy, since even in “human” form they are still werewolves as well. But then to go and give them trample and the ability to regenerate them just sends it over the top. And that is just with one of them in play. I use four copies in my own werewolf deck, and have managed to get three of them out before. The clinch ended up coming when I swung with Instigator Gang, and a few other creatures, and Moonmisted, causing it to become and astonishing amount of damage, all trample thanks to the Full Moon’s Rise (it ended up being all attacking werewolves were getting +6/+0 and trample).

     Very, very useful in Constructed and Casual, and still very useful in Limited if you also grab up werewolves. For multiplayer, it can certainly be of use, but will not alter the course of the game.

Limited: 3/5
Multiplayer: 1/5
Constructed: 5/5
Casual: 5/5


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