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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Animist's Awakening
Image from Wizards.com

Animist's Awakening
- Origins

Reviewed July 29, 2015

Constructed: 2.67
Casual: 3.67
Limited: 3.13
Multiplayer: 3
Commander [EDH]: 3 

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


David Fanany

Player since 1995

Animist's Awakening
 
I was a little confused at first when I saw that cards in Origins referred to Nissa as an animist, because I kept thinking of Vastwood Animist and turning lands into creatures. Of course, there's more than one way to approach any school of thought (or magic), and similarly, I think there's more than one use for a card like this. Superficially, it seems worse than a straight-up land searching card like Nissa's Pilgrimage, since it requires you to pay more mana to get a higher chance of getting land instead of giving you a reliable shot. But it wasn't intended just for that - it's also a combo card, sending your Rubblehulk from huge to off-the-charts just in time for a game-ending Fling, and doing ridiculous things when Avenger of Zendikar is in play.
 
Constructed: 2/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5
EDH/Commander: 3/5

Michael "Maikeruu" Pierno Today's card of the day is Animist's Awakening which is a Green and X sorcery that can put lands into play tapped or untapped with Spell Mastery.  This is a very effective card in a more land heavy mana acceleration build, though it is dramatically reduced in potential with a smaller mana pool.  If the top of the deck can be stacked somewhat with Scry or a similar effect this becomes far more effective and overall it has potential in most formats to be a serious accelerator and deck thinner.
 
In Limited this can offer a large supply of mana and reduction of land draws and is always worth playing in a Green build for Sealed and can be splashed in most situations.  The potential card advantage this offers in managing mana and the deck makes this an easy first pick in Booster as well and should always net at least some advantage when additional mana is wanted.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

Armuun

Animist's Awakening
 
Genesis wave for lands. On paper, it seems redundant. at its worst, you're tapping out to ramp, hit no lands, sent cards that would've helped to the bottom and have effectively skipped your turn except for possible combat. At its best, you're recouping most of the cost of admission with spell mastery's trigger, got the color you were actually looking for and you can win the turn then and there. It's a gamble card. And not even a great gamble card like Genesis wave.
 
Constructed: 2
Casual: 3
Limited: 2
Multiplayer: 2
EDH: 3


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