A 2/2 for four mana, that makes little tokens
that are sort of like Master Decoy. A control
deck would like it as a way to tap out people,
but remember: each Kithkin Soldier needs a
payment of W to tap a creature. Add that tot the
fact that you're probably discarding lands to
make tokens, and this quickly becomes too
mana-intensive for you to keep anyone tapped out
and still hope to play anything yourself! Master
Decoy is a solid card, and so a few token copies
will likely be of use, but don't entertain any
ideas of making an army of them. And the Lookout
itself costs four mana, so really I'd rather the
Lookout just tapped creatures itself.
Constructed- 1.5
Casual- 3
Limited- 3
Aethereal
Wednesday -
Goldmeadow Lookout
The best of the spellshapers for limited. He's
still not useful in constructed, as the ability
is too slow to do anything and it ties up your
mana. He's also very easily killed, and costs
way too much mana. There are many, many better
things you can do on turn 4 with some white mana
(like play a Wrath of God).
In casual, just play Wrath instead.
In limited is where this guy is good. He is slow
and very mana intensive, but slow is okay,
especially if it controls their army. It can win
you the game if you can get enough guys out.
White's spellshaper, he makes master decoys, 4
mana for a 2/2. Horrible.
Constructed:1
Casual:1
Limited:1
David Fanany
Player since
1995
Goldmeadow
Lookout
Like Sparkspitter yesterday, Goldmeadow
Lookout's constructed prospects are hampered by
the fact that it's relatively slow and has a lot
of competition at its mana cost. That's not
where it was intended to be played, though.
Goldmeadow Lookout is an out-and-out limited
bomb - there are precisely three creatures in
the Time Spiral block with protection from
white, and one of those (Wildfire Emissary) is
timeshifted; Riftmarked Knight can also make a
token with protection from white. On top of
that, there are only two with shroud, plus
Deadly Grub that can make a pseudo-Deadly
Insect. If you see a Goldmeadow Lookout in a
draft, you take it. Either you play it and lock
down any creature in the block, or you pass it
and have someone else lock down your Greater
Gargadon.
Constructed: 2/5
Casual: 3/5
Limited: 4/5
Arcane
Goldmeadow
Lookout
Constructed: A glimpse of Magic’s possible
future, but it really doesn’t have what it takes
to make it in Magic’s present. Not only are you
putting an investment of cards to be discarded
into the spellshaper ability to make an army of
small, vulnerable creatures, but those creatures
are also demanding a mana investment to do what
they do. Now on the plus side, with enough time
and cards, the Lookout can produce enough tokens
to keep your opponent’s army tapped down, but
while you’re using all your mana to keep your
opponent’s creature’s tapped, he’s using his
mana to produce new threats you need to tap, and
that’s a slippery slope that will lead to ruin.
It’s too slow for white weenie or variant
builds, and the mana investment is not appealing
to any of the white based control decks.
Casual/Multi: Mass producing a bunch of tappers
is a good way to gain a lot of support or a lot
of enemies. With enough of the tokens, it allows
you to dictate the flow of the game and stop
some players from attacking or making it easier
for the beater decks to get through wall
creatures. But then some people at the table
might just decide you’re more trouble than
you’re worth and gang up to kill you. Best
combine this card with something like Seedborne
Muse to make sure that not only can you produce
a plethora of tokens but that they can be
available each opponent’s turn.
Limited: 4 mana for a 2/2 that doesn’t do
anything without more mana or cards? Doesn’t
work out very well I’m afraid. As I said above
the mana investment is just too harsh to make it
very appealing but I will add an amendment for
that: White in TS block has a few good pump
spells that affect your entire board, most
specifically Fortify and Marshalling Cry. Both
those cards can make an army of 1/1’s into
something very impressive, and turns a strategy
of tapping opposing forces into something
offensive rather than just defensive. In limited
though, I really want all my cards to be as
impressive as then can be, and as has been said
countless time: stopping your opponent from
winning the game does not win YOU the game. If
there’s a bomb you can’t deal with though, this
is probably a good means of dealing with it.
Constructed: 1.5
Casual: 2
Limited: 2.5
PsychoAnime
#1
Magic Noob in Canada since 2002
A creature for 4 mana on a 2/2 body better have a
really good ability.
The fact that Goldmeadow Lookout's ability is
not gamebreaking at all
means this card is just bad.
In casual, the amount of better tappers makes
this unnecessary.
In limited, this is actually ok. Turning useless
lands to pin down your
opponent's good stuff can mean a win for you
quickly.