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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Wild Defiance
Image from Wizards.com

Wild Defiance
Avacyn Restored

Reviewed June 11, 2012

Constructed: 3.20
Casual: 3.40
Limited: 3.20
Multiplayer: 2.90

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

Wild Defiance

I notice that there's no mention of this card caring whether the spell that targets your creature was played by you or your opponent. That means that this can effectively give all your pump spells an additional +3/+3 of effectiveness-- great if you're running monogreen infect, but not really in anything else. Expecting your opponent to target your creatures just isn't going to happen. Your opponent will see the Wild Defiance and know not to bother unless he's absolutely sure his kill spell will stick. The good news is, that will effectively blank the Wring Flesh or Shock in your opponent's hand, as now it can't kill anything. The bad news, it doesn't do anything against the Doom Blade or Go for the Throat. If I were already running full sets of Ranger's Guile to shield my creatures from kill spells, or if my opponent had played a lot of Incinerates and Volt Charges in Game One, I might consider a copy or two of this. Probably in my sideboard. It's fun to imagine swinging for 3, having an opponent play a Doom Blade, only for you to respond with a Ranger's Guile and informing your opponent he's now being swung at for 10. But most players just won't misplay that badly. The best this will do is keep your opponent's kill off your creatures. Don't expect to ever actually get +3/+3 off it though, unless you bring your own targeted instants and sorceries.

Constructed- 2
Casual- 3
Limited- 2.5
Multiplayer- 2.75 


David Fanany

Player since 1995

Wild Defiance
 
A disadvantage of having seen as many Magic cards as I've seen is that you sometimes read new ones as what you expect them to be, not what they actually say. At first I didn't realize that this card triggered from any instant or sorcery, not just your opponents', and that makes it a whole lot better. The worst-case scenario is Titanic Growth giving someone +7/+7 - granted it's for five mana, but not all at once, which is worth more than suspend's low popularity might suggest. Getting "cute" with it might be even more worthwhile; adding a power and toughness boost to spells like Ranger's Guile and Artful Dodge is just crazy. Glistener Elf says hello, too.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5


Paul

Welcome back readers and todays card of the day is an interesting rare, Wild Defiance makes your pump spells even better and also has the ability to protect your creatures from direct damage spells. In standard I can see this combined with infect creatures and pump spells as well as cards like Livewire Lash to put a quicker clock on your opponents. The other major aspect is that it shuts down most burn spells pointed at your creatures and provides a solid defense against red decks giving this card two possible applications that will allow it to see some marginal competitive play. In modern I foresee it serving the same type of decks mainly poison and a suspicious sideboard card against burn decks in creature heavy decks. In legacy and vintage it has no immediate impact and its effect on the format is negligible at best. In casual and multiplayer it also provides a tool for poison decks but is not the most exciting card and has even more limited applications. In limited it’s a solid card for green decks featuring pump spells or targeted abilities. Overall a card with some constructed applications but is a somewhat boring casual and multiplayer choice.
 
Constructed: 3.0
Casual: 2.5
Limited: 2.5
Multiplayer: 2.5

Michael "Maikeruu" Pierno

Today's card of the day is Wild Defiance which is a three mana Green enchantment that that gives a creature you control +3/+3 until end of turn whenever it is the target of an instant or sorcery spell. In addition to being a basic combo with a huge number of cards this also helps prevent many kinds of targeted removal that an opponent might be using.  Whether simply using combat tricks to turn a minor effect into a bigger impact on the game, sidedecking it against Red burn, or working with Infect for a dramatic early win this is a card that can be played in a variety of different ways.  The deck has to be built around it as it is entirely reactive by doing nothing by itself, but the potential is strong enough to promote at least a few designs.
 
For Limited this is reduced in value noticeably as the number of instant or sorcery spells available is much lower, particularly those that would be used to target your creatures.  It can be beneficial in the right situation, though more often than not a simple three mana creature should have more of a role in a game. This can generally be passed in Booster and sidedecked in Sealed barring a pool of power up cards or against an opponent that drafted heavy removal.
 
Constructed: 3.0
Casual: 3.0
Limited: 2.0
Multiplayer: 3.0

John
Shultis
Phoenix
Gaming

       Welcome to a new week of card of the day reviews here at Pojo.com! To kick start this week we are looking at Wild Defiance from Avacyn Restored. Wild Defiance is a rare green enchantment that costs two generic and one green mana. Wild Defiance says that whenever a creature you control becomes the target of an instant or sorcery spell, that creature gets +3/+3 until end of turn.
      I never really like any card that says my Lightning Bolt can’t kill something, and this is one of those cards. While it is a great card if you are the one using it. Giving a creature +6/+6 off of a single mana Giant Growth is always something to celebrate. Being able to ensure your creatures are able to survive many direct damage spells such as Shock and Lightning Bolt is amazing.
     This card has made a surge in the Tournament scene being combined with Infect. One unblocked creature getting two Titanic Growths and it is game over. Really hard to respond to an attack where one point of damage could mean the game with this on the board. I will be glad when Infect rotates out of Standard, but what other menaces await us that can be combined with Wild Defiance?
 
Limited: 5/5
Constructed: 5/5
Casual: 5/5
Multiplayer: 3/5


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