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Pojo's Magic The Gathering Card of the Day


Image from Wizards.com

Heal the Scars
Lorwyn


Reviewed October 19, 2007

Constructed: 1.00
Casual: 1.30
Limited: 1.63

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 

BMoor

Heal the Scars

After four straight days of solid cards, its only fair we get a jank card. At the release tournament last Saturday, I had to convince a friend of mine why this card was bad. The reason? It's four mana. Four mana that you have to leave open in case a creature of yours dies, at which point you spend a card to regenerate it and gain some life. At one mana I'd play it. At four mana? No.

Constructed- 1
Casual- 1
Limited- 1

Aethereal

Friday - Heal the Scars

One of the worst cards I've seen in a while. You can get constant regeneration for a much cheaper cost than 4 mana, and the life gain isn't worth anything. It isn't even a Tribal card, so you can't get the benefits of that. All in all, a card that should see no play whatsoever in any format.

Constructed - 1 (can I give it lower?)
Casual - 1
Limited - 1


David N

Friday - Heal the scars

A bad way to the end the week. The week was filled with so many great cards and then it has to end with this. At 4cc the card better be amazing. This card not only is bad it's horrible. First off, its gain life and gain life is just plain bad and if the card said regenerate all your creatures it might be playable but just 1 creature...awful!

Constructed: 1
Casual: 1
Limited: 1

David Fanany

Player since 1995

Heal the Scars

Heal the Scars is an interesting card and a surprisingly original design. Probably, though, neither of those are enough for it to see serious play in constructed. Unlike other powerful lifegain cards like Loxodon Hierarch and Martyr of Sands, you need another large creature for it to work seriously in that regard; and there are still plenty of cards that don't allow regeneration at all or circumvent it. In limited play, though, it can be playable, and even game-swinging once in a while. Saving a powerful bomb creature like Changeling Titan can turn a game, and in a pinch you can even play it on your opponent's creatures for a few extra life points.

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

Arcane
Heal the Scars

Constructed: Regeneration has never been reliable in constructed formats unless it was a built in ability on the creature card, like Troll Ascetic or Korlash. Devoting a card like this in your deck, whose cost relies on you leaving a good chunk of mana untapped at all times is not strategically sound. Compare to a card like Wrap in Vigor which regenerates all of your creatures and costs half the mana and you can see how a card like this is not going to cut it in competitive formats. Wizards needs to learn that life gain is not so good that it should cost this much.

Casual/Multi: there are so many better regeneration effects, many of which are cheaper and re-useable. Trying to keep your mana open is going to find yourself getting behind really quickly in the creature race. Tricks need to be cheap to be really effective so that you can continue to maintain pressure on the board while protecting your investment. If you are determined to use this then yes the life gain can be a good chunk on the right creatures and the ability to save another players creature could help earn you a friend or two at the table. I still don’t think it’s worth it.

Limited: Green has enough tricks in limited to make running this card a non-issue; all of which are cheaper. Fistful of Force, Gilt-Leaf Ambush and even moon glove extract are all cheaper forms of removal/combat tricks that Heal the scars that can help on offense as well as defense. And again, life gain just isn’t powerful enough in this form to make it worthy of an inclusion. Skip it, I’d rather splash another color for its removal (like yesterday’s Crib Swap) than run this.

Constructed: 1
Casual: 1.5
Limited: 1.5
The Missing Linc

-Balding for just over 5 years
-Playing MTG for just over 10

Heal the Scars

I did not think this card was so hot in limited but when I saw it in action, I realized it was.  A couple of turns with some of the bigger treefolk in limited really was a turning point in my game.  However, I doubt it would be so good with elves.  Certainly not a top 5 round pick but after that I would grab it.  Otherwise this will never see constructed play. 

Constructed: 1
Casual: 2
Limited: 3
PsychoAnime

#1 Magic Noob in Canada since 2002
Heal the Scars

If a creature would need to be regenerated, it probably doesn't have much toughness and that makes this a severely over-costed spell.

Constructed: 1/5
Casual: 1/5
Limited: 1.5/5

Swordmaster13
Friday's card is Heal the Scars, a 4 cost instant that regenerates a creature and gains life equal to that creature's toughness.  This is a card more for a fatty deck than an elf deck as elves tend to be little cheap guys with barely any toughness.  Many spells prevent the regenration anyway like Incinerate for instance and sac-causing spells like Cruel Edict.  Heal the Scars is okay but probably not likely to see play in a constructed deck.
 
Limited: 3/5
Constructed: 2/5

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