Chris
Gerhardt
*
game store owner in CA,
ShuffleAndCut |
=/
Uh...remind me to find the person that picked the
cards to review this week, and smack them up side
the head. WHY ARE YOU TORTURING US and WHAT
THE HELL were you thinking?!?
*sigh*
Okay, in constructed,
it's stupid. In casual, it's boring.
In limited, it's barely okay. Now, please...next
week let's do something...fun!
Constructed:
1
Casual: 1.5
Limited: 2
Current Price:
Verdant
Field -
Prophecy - $0.59
Combos
Well With:
Long stints on the toilet
|
Judge
Bill
*Level 2
MTG Judge
*game store employee
|
Verdant Field
This is a green enchantment that gives a creature
+1/+1 until end of turn. A
decent recurring effect for casual, but way too
weak for competitive
constructed.
Maybe a 23rd card in limited, although I don't
ever remember playing it.
Constructed: 1
Casual: 2
Limited: 2 |
Jonathan
Pechon
2 Grand
Prix Top 8's
Multiple Pro Tour
appearances |
Verdant Field
Again, this doesn’t do
a lot for me in terms of cards you’d play
competitively. It costs three mana for what is a
pretty insignificant effect. Bleh.
I don’t even see this
being terribly fun in casual games. It doesn’t
make any sort of big impact and it’s not terribly
fun. Ditto the impact in Mental. Skip it.
This used to me at
least playable in draft; it wasn’t terrible, at
least. Again, +1/+1 is a pretty small effect, but
anything that sits on the board and screws up
combat math isn’t that bad.
Constructed: 1.5
Casual: 1.5
Limited: 2.5
|
Jeff Zandi
5 Time Pro Tour
Veteran
|
Verdant Field
This land enchantment had some usefulness in
limited play, but not in
constructed where there are always a million
better ways to pump up a
creature. In limited, this card was GOOD ENOUGH to
make the cut
occasionally. Tying up a land and not providing
any surprise were the two
worst things about this card.
CONSTRUCTED: 1.0
CASUAL: 1.5
LIMITED: 2.5 |
Ray
"Monk"
Powers
* Level 3 DCI Judge
*DCI Tournament Organizer |
Verdant Force
(Editor's Note: Ray, taking matters into his own
hands, shows us what a difference a few letters
can make. I think he had the right idea
here...just pretend that it isn't the horrific
Field that we have to review.)
This guy is the King
of all Fatties, just ask Jamie Wakefield. Short of
having Protection from Black, there’s very little
that would make him any better. His enormous
toughness already pretty much makes him Pro Red,
and his ability to make tokens every turn makes
him edict proof. This guy is simply one of the
best creatures ever printed, and is fun for one
and all.
Constructed:
4
Casual:
5
Limited:
4
|
DeQuan
Watson
|
This might be the
weakest of all the cards for this week. Why
green needs a card like this is beyond me.
Green has so many other creatures and spells
that "pump up" creatures that this is almost
irrelevant. Besides, the enchantments that
you'll find in green decks are like Wild Growth
and Fertile Ground. I wouldn't recommend this
card to anyone.
Constructed: 1
Casual: 1
Limited: 1
|
Jason
Chapman |
Verdant Field provides
a minor pump for three mana and in no world can I
consider +1/+1 more important than the 1 mana you
could get from your land every turn. This card is
too expensive for a limited effect and just won't
help Green creatures overrun the way they should.
Constructed - No Green
deck should be forced to rely on +1/+1 pump - 1.0
Casual - This card
gets even worse in multiplayer and it wasn't good
to start with - 1.0
Limited - It does
qualify as combat pump and it could be a mid/late
pick - 2.5
PEZ - +1/+1 once a
turn isn't gonna turn the tide for any deck - 1.0 |
Andy
Van Zandt |
Verdant Field
Another example of too much risk for not enough
gain. Allowing a potential
two-for-one is not worth the mana cost of this
spell, nor its ability. If
you've a way to repeatedly untap a land to improve
the effect, the mana
generated is probably more worthwhile. That said,
it's still a nuisance to
combat in limited. And only limited.
constructed 0.5
casual 1
limited 2.5 |
Paul
Hagan |
Verdant Field --
This card makes me smile. When I look at it
from a constructed standpoint, it really
shouldn't see play -- it costs too much for what
it does (too much meaning more than 1) and I
don't really like Enchant Land cards, as they
tend to limited your resources. However, once
you look at limited, I might be tempted to run
Verdant Field. An extra point of damage to be
placed somewhere during any turn is tempting, so
it might make the cut as the 22nd or 23rd card
into one of my limited decks. In casual,
Verdant Field doesn't seem as tempting, but I
can see it making life difficult, especially in
a big group game where no one knows when the
controller of Verdant Field will activate it, or
where.
Constructed Rating: 1.5
Limited Rating: 1.5
Casual Rating: 2.0
|
w00t |
Verdant Field -
Constructed - +1/+1
for 1 tapped land, with a 3 mana investment...
Not worth it in serious constructed. Pumpers
aren't used in the beginning - why should this
one be?
Casual - This is
just a fun card to add in to your weenie deck.
Kind of like the Green Daru Encampmentenizer, to
make your opponents wary of who to block. Not
extremely powerful, but it's a good pick to put
in if your weenies get beat down in later game
by SLIGHTLY bigger creatures.
Constructed - 1.5
Casual - 2.5
Limited - 2.5
|