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
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.