I dislike this card in constructed play. Your
opponent can play around it and plan for it. And
it feels a bit gimmicky. In a limited format,
I'm a much bigger fan of this card. It's harder
to play around and can become annoying. It can
also buy you an extra turn or two when you need
it most.
Chronomantic
Escape
For six mana, creature can't attack you for a
turn. Pathetic. But wait! It keeps coming back!
Could the repeated effect be enough to disrupt
an aggresive strategy? No, againast any deck
like that, the game will be over before this
even resolves once. But maybe you could use
Paradox Haze and the like to make it resolve
every turn? Okay, so you've got a three-card
lock that stops creatures from attacking you.
That means they're free to block. What are you
going to do then? Three-card comboes need to win
you the game outright, not stall forever and get
you no closer to victory. Also, it doesn't
resuspend itself if it's countered, so it's a
flimsy lock. You're better off with a simple
Holy Day; yes, it only works once, but for one
mana. And once is usuallyenough over the course
of a game unless you're really on the ropes.
Constructed- 1.1
Casual- 1.2
Limited- 1
Aethereal
Friday -
Chronomantic Escape
I think all of the re-suspend cards are
interesting, but I don't see where this one will
fit. It *is* cheap (well, if you suspend it),
but the ability to simply keep yourself from
being attacked every 3 turns is kind of
pointless considering you have two Wraths AND a
white Drop of Honey all available to you. This
just doesn't do enough to warrant being played.
In casual, play one of the more interesting
re-suspend cards instead.
In limited, maybe if you want to do an alpha
strike and prevent yourself from being alpha
striked back the next turn, but that's pretty
situational. It does give you an extra turn,
however, which can mean all the difference.
White's
recurring suspend spell of the set. This is one
of the worst effects with the same mechanic.
Stopping an attack is ok but once every 3 turns
isn't really great. If you want to stop attacks
use magus of the moat instead.
Constructed: 2
Casual: 2
Limited: 2
David Fanany
Player since
1995
Chronomantic
Escape
Chronomantic Escape seems a little clunky to use
in constructed play. Playing it with the actual
mana cost is pretty slow, and so is the suspend
method. You can only evade attack once every
three turns. It also doesn't protect you from
burn spells, meaning that if you need to stop
yourself from losing the game right now it's not
much help. There's probably some crazy casual
multiplayer deck that likes this, though I can't
think offhand how it would work. I'm sure
someone will think of something.
In limited play, this might protect you from an
alpha strike once in a while, but your opponent
can just attack you while it's suspended. Other
cards will probably be more generally useful
than Chronomantic Escape.
Constructed: 1/5
Casual: 2/5
Limited: 1/5
The Missing
Linc
-Balding
for just over 5 years
-Playing MTG for just over 10
Chronomantic
Escape
To finish off a week of duds, we have yet
another one. 6 mana for a one part orim's chant.
No thanks. Without time counter manipulation,
you can't even time this things use. With time
counter manipulation, you must have a lot of
dedicated slots to make this card worth it. It
is even a sorcery. Yuck!
Constructed: 1
Casual: 1
Limited: 1
Necro
nomikron
MTG Rules Advisor
Chronomantic
Escape:
Too expensive. By the time turn 6 rolls around,
it's not going to do much for you. It's a holy
day that's recurring every 3 turns... for 6
mana.
Constructed: 1/5
Casual: 1/5
Limited: 1/5
PsychoAnime
#1
Magic Noob in Canada since 2002
If you can somehow get 3 of these togther
successively, you will have a really
hard to stop lock for the average deck. Sadly,
the chanes of that happening is
next to zero and the lock is too hard to do for
the relatively weak effect it
has, so let's look at this by itself.
They can't attack you every 3 turn. That's not
as good as it sounds if it does
sound good to anyone. You'll want your opponents
not attacking you only when
they have a large creature advantage over you,
but if they do have a large
creature advantage over you, they'll just attack
you next turn! (barring any
Wrath of God stuff) and so you're stll in deep
water. This is one of those
cards that make you think its good but really
isn't. Beware! If you don't
believe me, you can always try it out and see
for yourself.