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Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

High Ground
10th Ed.


Reviewed July 16, 2007

Constructed: 1.75
Casual: 1.90
Limited: 2.20

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 


DeQuan
Watson

* Game Store Owner

High Ground - Monday

This is an interesting card. It seems like it could be useful, but I'm not sure when I'd really want it. I know that I wouldn't want it main deck under most circumstances. But, I might potentially sideboard it. It's at least a low cost card to play. This is likely to be a good casual card though. It might just keep you from taking an alpha strike to the face.

Constructed: 2
Casual: 3
Limited: 1.5

BMoor

High Ground

A strategical play, and a fairly powerful one. Suddenly your two creatures can block all four of your opponent's. Of course, blocking two creatures could easily kill one, so you'll need high-toughness guys or creatures with some sort of self-preservation ability (like Drudge Skeletons or Stuffy Doll). More clever would be to use this and gang block multiple creatures-- you attack with two guys, and my two guys each block both of them. Prepare to relearn the rules of attacking and blocking. And to really frustrate your local Goblin player.

Constructed- 2.5
Casual- 2
Limited- 3.5

David Fanany

Player since 1995

High Ground

This card isn't supposed to be played in constructed. How do I know that? Look at the cards that cost the same but actually get the opposing creatures off the table where they belong: Condemn, Porphyry Nodes, Sunlance. Don't even get started on the cards that exist in older formats. High Ground is mainly intended to mess with your opponent's combat math in limited matches. That's exactly what it does, though I personally wouldn't play it unless I had very large creatures or ways to generate endless amounts of tokens - something like Verdant Force, which is both, would be ideal.

Constructed: 1/5
Casual: 1/5
Limited: 2/5

Arcane
High Ground

Constructed: I’d be more impressed with this card if white wasn’t the color of the small creatures. As it stands something like high ground will probably only mean doing something like chumping your small creature to two much larger creatures to save your self some damage. I could see this working well with a creature like Knight of the Holy nimbus or a creature with protection that wouldn’t die to the larger creatures and could just frustrate your opponent.

Casual/Multi: I can see a lot more application for this in casual as strategies like saprolings and other token generators can be much more heavily played. This allows your first strikers to get in front of a few tokens and take them out, making attacking you with those tokens seem like a bad idea.

Limited: There isn’t really much that this can do for you in limited. The best application for this could be the card Loyal Sentry which destroys both itself and the creature that it blocks, with High Ground out it makes the sentry a 2 for one, and combining with cards like Recover and Gravedigger to make the most use out of it. That isn’t going to be that common though, and for the most part isn’t going to net you any real advantage. Not the answer to your opponent’s attacks that you need it to be.

Constructed: 2
Casual: 2
Limited: 1.5
 
PsychoAnime

#1 Magic Noob in Canada since 2002
High Ground (W)
Enchantment

Each creature you control can block an additional creautre

When a creature blocks 2 creatures, the blocking creature is likely
going to die, meaning unless that creature has a unusually high
toughness or youh have some sort of bouncing effect to save your
creature, High Ground is probably a bad deal.

If you're chump blocking 2 creatures, this is quite useful, but seeing
as how you're facing 2 rather strong creatures, you're dead anyway.

Constructed: 1/5
Casual: 1/5
Limited: 2/5, could help when racing
Aethereal Monday - High Ground

Pretty much a waste of cardboard; at least it's not a rare. It does only cost 1 to play, but why in the world do you care about this effect in constructed? If you're running enough creatures to make this even remotely matter, you should be beating down with them, not trying to hold off their army (vs. aggro decks) or failing to hold off their giant flying win condition (vs. control decks). In both constructed and casual, shun this card.

In limited, however, the card is not complete garbage. It can help out in a racing situation. Probably a 23rd card, though.

Constructed - 1
Casual - 1
Limited - 2

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