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Pojo's Magic The Gathering
Card of the Day


Image from Wizards.com

Verdant Field 
Prophecy Uncommon


Reviewed July 8, 2004

Constructed: 1.1
Casual: 1.4
Limited: 2.1

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


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
 
 

 

 

 

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