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Pojo's Magic The Gathering
Card of the Day
Scott
Gerhardt
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Temporal Fissure
Constructed:
1
Limited: 1.5
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Chris
Gerhardt |
Temporal Fissure -
Hmm.. I think you'd have to HAVE a temporal
fissure to play this card. While storm, in
and of itself, seems like a nice idea, the reality
is that as a Sorcery that costs 5 mana, it sucks.
It's a dead card in Blue's hand until it can stash
enough mana to play multiple spells PLUS this
thing to make it worthwhile. What...9 mana? Yeah,
right. Sorry, the game was over 4 turns ago,
sweetie. And
almost as stupid in limited. When you draft, this
thing will be one of the "here's the last card"
passes.
Constructed: 1
Limited: 1.75 |
Judge
Bill
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Temporal Fissure
I can bounce 1+X
permanents, where X is equal to the number of
spells cast this turn, for 5 mana.
Oh, wait, _5_ mana?
Never mind. In constructed, the game is pretty
much over. In limited, you may bounce 1 or 2
things. No thanks.
(Oh, wait, they want
me to review Storm now? Storm can be awfully
broken, that's why they've either made their
casting costs sky high or made the effect
negligible. If only Scattershot could target
players, we might have 1 constructed worthy
card. Oh well....)
Constructed: 1
Limited: 1.75
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Andy
Van Zandt |
Temporal Fissure
Storm = good. On instants. And occasionally on
cheap sorceries. This spell
is neither of those, and doesn't gain you any
cards. You'd need a really
good reason to play this in limited, or a lot of 1
drops to power it up.
Constructed isn't even a consideration.
limited 2.4
constructed 2.1 |
Jason
Chapman |
Temporal Fissure and
the Storm cards present an interesting problem –
you want to cast them after a bunch of other stuff
has been cast. For most of them in fact, you need
to have at least 2-3 cards played to even make
them worth their casting cost. Still, opponent’s
can always be counted on to cast some spells
during their turn and a bunch of mana and a few
cantrips can make for some huge effects.
Constructed – Huge
potential for bounce but overcosted as a whole and
really bad when you need that one early game
bounce spell to avoid an early defeat – 1.95
Limited – With fewer
instants being played the value of these cards
drops and slow bounce is pretty weak – 1.65
PEZ – Little potential
in the format for high cost fluff – 1.25 |
Scott Sager |
Temporal Fissure
As with almost every
Storm card printed, it's just too expensive to
be really playable. Until Odyssey rotates out
I'll just pay one more blue and Upheaval.
Limited: Even in
Limited I still think it's too expensive for a
Boomerang.
Constructed: 2
Limited: 2.5
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Danny Tatro |
Temporal Fissure
Storm is a great ability when placed on the
right card. Most cards in this set have storm, but
will never live to see the day when storm does
jack-diddly due to the extremely high casting
cost, and sorcery like nature of these cards.
Storm is a good ability gone to waste. The cycling
effects in this set are WAYYYY better than any
storm card.
Idea to R&D: To balance out storm abuse try to
make something like Storm: 3, which means you can
only make up to 3 copies... etc. And cheapen the
cost of the cards themselves... ESPECIALLY the
sorceries. Make more instants too.
In constructed, this card won't see play
without a combo of some kind.
In limited, this card is just too expensive
and a sorcery. The storm ability is only good on
cheap cards that are instants. |
John
Hornberg |
Temporal Fissure
Temporal Fissure utilizes the new Storm ability,
an ability that can have
potentially break the game with many of the cards
its on. The only qualm
with this card is that it is a sorcery. Never
mind the 4U casting cost,
never mind any of the draw backs of this card
except for the fact that it's
a Sorcery.
Blue is suppose to play instants, get control the
game, keep an opponent on
their toes all the way through their turn. That's
been largely removed
throughout Onslaught Block, and it has a lot of
people upset.
Putting my anger aside, Temporal Fissure is still
a good card for Blue to
have. BLue has enough weenie spells that are
playable to make this card a
rude awakening, especially late in the game. It
can clear an opponents side
of the board, and gives Blue the needed perminant
removal that it has been
in desperate need of for Block.
In limited, it's a game breaker late in the game.
It punishes your opponent
for playing things on your turn, and clears the
board of threats. A first
pick, aside from a few very obvious other cards.
I don't think you splash
to play this card though, unless you are that
desperate for removal.
Constructed - 3.5/5.0 (Maindeck or Sideboard, Blue
plays 3 or 4 of them in
Block. Blue has been jipped all throughout
Onslaught Block, and it finnally
catches a break here.)
Limited - 4.3/5.0 (Can you say "Game breaker"???) |
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