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Pojo's Magic The Gathering
Card of the Day
Scott
Gerhardt
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Decree
of Savagery
Constructed:
2.5
Limited: 3.75
Current Price:
$3.95 |
Judge
Bill
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Decree of Savagery
Finally, we come to
the Decree for all the Timmys out there. for 11
mana, you can give each of your creatures +4/+4
permanently. This is a nice touch, as it
probably means you are now about to smash
through for the win. Fortunately, this is an
instant, so you can play it at the end of your
opponent to the right's turn. Unfortunately, it
costs 11 mana, and requires you to have
creatures to be good, so it will never be good
in duels.
In limited, on the
other hand, this is pure gas. Play it if you've
got it, it will win you the game.
Constructed: 1.25
Casual/Multiplayer
Constructed: 4
Limited: 5
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Tyler Grund |
Decree of Savagery
Last...and definitely least we have Decree of
Savagery. This is by far my
lowest pick of the decrees. To a good number of
newbies, this card looks
amazing since it can pump up ALL your creatures to
unbelievable amounts,
but, like a few of the other decree's 9 mana is an
enourmous amount to pay
for a hard cast. Now to be honest, with green, 9
mana can sometimes look
like a pretty normal for the mana curve, but for
fast and smart tournament
play, I can't see this card being used. Now in
group, or casual play, by all
means, go buck wild, but there are far better
lower casting costing green
cards that should be in one's deck than this guy.
The cycling is about just as poopy. 6 mana to pump
up a creature 4 probably
isn't going to win you the game. It might help,
but in the long run, one
dark banashing will ruin your day. Now because you
can draw a card after
pumping your creature at instant speed, it is an
almost useful ability, but
when it comes down to it, there are only 60 cards
in a serious deck, and
this isn't going to be one of my picks.
Now in Limited, things change just slightly.
Instantly pumping a creature to
+4/+4 permenantly can really ruin an opponet's
day. Usually an opponent will
only have 1-3 big bomb creatures in their deck,
and once they are out, they
cherish them with all that they've got. With a
surprise like making your
1/1 elf into a 5/5 might either save you, or turn
the tides. The hardcast
is still a bit steep, but depending how a game
goes, the 9 mana may be easy
to come by, and by all means, take them out with a
horde of fatties. The
fact that they stay fatties is pretty amazing,
turning almost all of your
creatures into "bombs"....but thats until they
play a hard-cast Decree of
Pain.....:-P
Constructed: 2.8
Limited: 3.9 |
Crimson |
What an awsome card to use. I've used it in a
Spike deck, with the spike
creature type creatures. Also, my elf deck had it
in it too, since the elves
can generate enough mana to play this early on,
and having 10 +4/+4 elves is
super great. Although, if you have 10 elves out
you might as well use
Overrun to give them all +3/+3 with trample, and
go for an alpha strike to
win.
Decree of Savagrey
Casual Rating: 3 |
Andy
Van Zandt |
Decree of Savagery
Might of Oaks and it's bad common cousin from
onslaught block are generally
more useful than this, simply because the casting
cost (and by casting
cost, i mean cycling cost) isn't conducive to
beating down. Still
interesting, particularly since creatures that use
counters (spikes and
whatnot) can benefit extra from this. I doubt
it'll see much constructed
play though.
constructed 2.5
limited 3 |
Danny Tatro |
Decree of Savagery
Probably the worst Decree. Most people
might say the blue one, but the blue one can lock
out a game if someone found a cheap way to put it
into play fast. But this just is WAYYY too
expensive at a whoping 7GG ( 9 MANA !). Anyone
playing green with alot of reatures to make this
work should have won already, and the cycling just
isn't worth it to play this card.
In limited this card is good. If you ever
cast it with enough guys- you win! But it usually
just gets cycled and makes a beatdown machine!
Definetly a good pick.
Constructed: 1.5
Limited: 3.5 |
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