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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Ghor-Clan Rampager
Image from Wizards.com

 Ghor-Clan Rampager
- Gatecrash

Reviewed January 31, 2013

Constructed: 3.50
Casual: 3.60
Limited: 4.00
Multiplayer: 3.70

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

Ghor-Clan Rampager

Did anyone else notice that Bloodrush is functionally the same as Channel, from Saviors or Kamigawa? I know, most of us tried to forget, but bear with me. I'm glad they brought back Channel-- I thought it was a useful ability that wasn't too flavor-tied to its block. What I didn't like about it was that once I played the creature, I kept mistaking the Channel ability for an activated ability I could use while it was in play. Whenever I had a Ghost-Lit Nourisher on the battlefield, I'd always mistakenly think that if necessary I could pay 3G for +4/+4, and so I'd do the combat math wrong and occasionally I'd lose because of it. On other occasions I'd play Ghost-Lit Nourisher and my opponent would see the italicized word and hyphen and start asking me about my graveyard, having mistook the Channel ability for a Threshold ability.

I'm a bit worried that Bloodrush is going to cost some folks games for the same reason. I can totally imagine someone playing the Rampager here, then making a mistake because he thinks he can give it an additional +4/+4 by paying RG. Since they changed the name, and thus made it a "new" ability, I wish they'd've changed it to "discard OR SACRIFICE this card" so as to add functionality and prevent those kinds of mistakes.

If you're reasonably confident that you can avoid that mistake, then Ghor-Clan Rampager is a pretty nice card. It can be a Titanic Growth that grants trample, or a 4/4 trampler for four. Neither one is terribly powerful, but the fact that it's your choice all in one card is nice. It's versatility, and unlike certain Charms or other "versatility" cards, neither option is made weaker due to the existence of the other-- each one is cost just as you'd expect if the other weren't there.
There's also the matter that your opponent can make mistakes too, and is more likely to if you play with the card more often that he does. You're not allowed to lie or mislead him about what your card does, of course, but if he makes the mistake in his own head, there's nothing you can do about it. ;-)

Constructed- 3
Casual- 2.5
Limited- 3.5
Multiplayer- 2

David Fanany

Player since 1995

Ghor-Clan Rampager
 
I'll admit, I was a little concerned about how the Gruul might fare in this set. They were my favorite guild from the original Ravnica, and sharing the stage with four guilds in their own set and a total of nine in this cycle's releases can make it hard to find a niche. Plus, red and green are traditionally among the more straightforward colors in terms of strategy, and you'd hope designers would take care to add layers to them in new sets. Fortunately, they seem to have done so with Gatecrash's Gruul, as the bloodrush mechanic adds subtlety, surprise, and options to the beatdown without hindering it or slowing it down. As perhaps the most powerful card with bloodrush, able to crush things regardless of which mode you're using, Ghor-Clan Rampager is perhaps my favorite card in Gatecrash. Whether you love the beatdown or fear it, you'll be seeing this card in decks.
 
Constructed: 4/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5

Paul

Magic The Gathering Card of The Day: Ghor-Clan Rampager
 
Welcome back readers and todays card of the day is one of my favorite creatures from Gatecrash. A 4/4 with trample is highly aggressive and example of a reasonable creature body. The upside of being able to discard it and give an attacking creature +4/+4 and trample as an uncounterable combat trick is gravy. In standard I can see this card being played in aggressive red and green decks but also making a splash in Naya colored decks as it is an effective creature by itself, but the pump can become tremendously relevant when pushing through damage and insane when combined with Boros Charm or Silverblade Paladin. In modern some aggressive deck may want this but its competing with lots of powerful four drop creatures, it could be used in infect decks as a nice pump and trample. However its less likely to see play here rather than standard. In legacy and vintage not a chance this will see play. In casual and multiplayer this card has versatility which is key, a pump spell early or late and a very solid aggressive body when you need one. The fact it is a beast opens it up to powerful tribal interactions and support as well. In limited its not a bomb but its insanely powerful and is a high priority due to being a solid evasive creature and combat trick. Overall a very solid card that should see play in a few places.
 
Constructed: 3.0
Casual: 3.5
Limited: 3.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Ghor-Clan Rampager which is a four mana Red and Green 4/4 with Trample and Bloodrush which for a Red and Green and discarding it from hand gives target attacking creature +4/+4 and Trample until the end of the turn.  This is a decent creature for the cost when needed, but an uncounterable +4/+4 with Trample boost to an an unblocked or chump blocked attacker for two mana can easily be a deciding factor in many games.  The only drawback is being multicolored and for that it is still viable in many decks which assures it will see competitive play.
 
In Limited almost every Bloodrush creature is playable for the effect in combat and this one is also solid by itself with a high toughness and reasonable casting cost.  A great second or third pick in Booster for a Gruul guild and great support in a Sealed deck. Splashing is also possible when one of the two colors can be supported by Gates or other mana fixing.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

Scott
Scott
Gerhardt
Host, The Gamer's Dome

Ghor-Clan Rampager
 
A 4/4 trample for 4 is nothing to really write home about.  Not bad, but not amazing.  The bloodrush ability is good, and it a nice surprise.  It would make any limited deck I had running R/G, but wouldn't help me really define my colors.  I suspect it might see some block play, but probably nothing much past that.  It's a solid card.
 
Constructed: 3.5
Casual: 4
Limited: 4
 
 
Scott Gerhardt
Host, The Gamer's Dome
 
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