Graft 4 (This creature comes into play
with 4 +1/+1 counters on it. Whenever
another creature comes into play, you may
move a +1/+1 counter from this creature onto it)
When Cytoplast Root-Kin Comes into play put
a +1/+1 counter on each other creature you
control that has a +1/+1 counter on it.
2: Move a +1/+1 counter from target creature
you control onto Cytoplast Root-Kin.
0/0
Cytoplast Root-Kin
Dissension
Reviewed April 20, 2006
Constructed: 3.73
Casual: 4.26
Limited: 3.73
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating
This card will be great if you can viably play a
deck with lots of +1/+1 counter effectively. But
beyond that, it would likely be Black/Green or
Red/Green and at that point it would also have
to be a better build that the Red/Green decks
that are currently roaming all over the place.
So, the verdict is still out on this guy.
Getting a 4/4 creature for 4 mana is always OK
though.
Constructed: 3.5
Casual: 4
Limited: 4
Christine
Gerhardt
Cytoplast
Root-Kin
Yowsa! First, it's a 4/4 for 4, which makes it
an excellent playble in and of itself. Now you
have it's wacky counter moving ability, too.
DEFINITELY worth playing in casual for some
sick, demented soul who will make some crazy
counter deck around it.
Our first look at Graft is quite interesting. At
its baseline, it is a 4/4 creature for 4 mana.
That's a strong dynasty to belong to. Tournament
favorites like Loxodon Hierarch and Ravenous
Baloth are both 4/4s for 4 mana. Those ones gave
you life. This one gives you a bit of
versatility. Graft creatures will be very hard
to pin down. Limited favorites like Faith's
Fetters and Pillory of the Sleepless will be
fairly meaningless, as you are able to slowly
move the creature's power over to your other
creatures. One of the greatest problems of a 4/4
for 4 is that it may eventually run into
something too big to knock over. A Carven
Caryatid comes to mind. Graft helps to get
around this. Once the initial damage has been
done, you can use its graft ability to slowly
move your counters onto evasion creatures for
the late game. Root-Kin has the advantage of
being able ot steal the counters off of your
other creatures - most often before they are
about to die - and also giving more counters to
your other grafters or graftees. It should be a
pretty crazy board situation when the Cytoplast
hits a board full of other Grafters.
Basically, it's a 4/4 for 4 mana. That gets it
at least 3 points out of 5 right off the bat.
When it comes into play, it puts +1/+1 counters
on some other creatures you control (ones with
+1/+1 counters). That's phenomenal. When other
creatures come into play, you can move a counter
off of this guy and onto the new kid in town.
That part's OPTIONAL. That makes it even better.
And best of all, for a little mana it can take
those counters back, you know, in case you
change your mind. When this hits stores, people
with green +1/+1 counter decks are going to go
NUTS.