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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Call the Gatewatch
Image from Wizards.com

Top 10 New MTG Cards of 2016

#7 - Call the Gatewatch
- Oath of the Gatewatch

Reviewed Dec. 22, 2016

Constructed: 2.5
Casual: 4.25
Limited: 2.00
Multiplayer: 3.50
Commander [EDH]: 3.50

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

Call the Gatewatch
 
I've heard the Gatewatch compared to the Green Lantern Corps. Much as I love DC Comics' work, I have to give the Gatewatch a lot of credit for having variety in their outfits and in not having a lot of confusing shots with generic aliens standing around in the background! In any event, if the Gatewatch are going to fill a similar role to the Corps for Magic's storyline, they need game effects that reflect that, and Call the Gatewatch is the simplest and often most effective way to get that across. Sound the call, turn the tide. Planeswalker-based control decks have been strong ever since the days of Lorwyn, and even if you are playing a theme- or story-based deck and only searching for canonical members, remember there are rumors that Ajani (as in Vengeant) is about to join the Gatewatch . . .
 
Constructed: 4/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5
EDH/Commander: 4/5

James H.

Call the Gatewatch (12/22)
 
Overall rank: 7
My rank: unranked
 
Three mana, get a planeswalker. Seems simple enough. The issue I have with this card is that, while the mana cost isn't unreasonable, you're spending a good amount of mana to tutor out a card from the most uniformly expensive class of spells in the game, and you have to wait for a turn unless you're extremely late in the game to put your planeswalker onto the board.
 
Call the Gatewatch is as powerful as the planeswalkers of the format it's in...but, even then, you have to ask if it's worth giving up a three-mana play for something on your next turn, one you may not be guaranteed to get. And all but the worst planeswalkers are pretty much impractical to do a Call + cast on the same turn.
 
It's cool in theory, but this card is honestly not all that good in practice. I say to stay clear of it unless you're desperate to do a "superfriends" deck. If you are interested in using this, ask yourself: is potentially four more copies of my best planeswalker worth waiting a turn and spending space in my deck that could go elsewhere?
 
Constructed: 2
Casual: 4.5
Limited: 1
Multiplayer: 3
Commander: 3


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