As powerful as it is, nobody seems to want to
find any green creatures for 2GG, never mind the
fact that an untimely Bust (or even Wipe Away)
could cause you to lose the game. The only cards
that really get sought out are Scryb Ranger and
Mystic Snake; creatures with both flash and
other abilities that you'd want to get out as a
surprise instant. Otherwise, Green mages seem
content to just use their newfound draw
abilities to draw into the creatures they need.
I'd love to see it break, but for now it seems
like the second least powerful Pact (besting
only Intervention Pact).
Constructed- 2.5
Casual- 3.5
Limited- 2
Aethereal
Tuesday -
Summoner's Pact
One of the more useful Pacts from Future Sight,
this lets you find any green creature and costs
four mana later. It's generally seeing more play
in aggro decks than in control decks, as it
helps you curve out if you need to, or just find
an extra creature to get in those extra 2 or 3
points of damage. Worth considering in just
about any green deck you build, but it doesn't
always make the cut.
In casual, this searches out your Verdant Force
or other big green fattie.
In limited, if you have a bomb green creature,
I'd definitely play this.
Tuesday -
Summoner's Pact
My 2nd favorite pact behind slaughter pact. This
is worldly tutor's cousin. I actually love this
card especially in a hasty green primal
forcemage deck. The payment for the pact is
something that may not matter in this type of
deck as that creature you look for should do the
fatal damage.
Constructed: 4
Casual: 4
Limited: 4
David Fanany
Player since
1995
Summoner's Pact
I've never been afraid of paying for spells up
front, and so I wasn't a huge fan of the pacts
when I first saw them. Nonetheless, Summoner's
Pact is a decent card in combo decks involving
creatures - Hulk Flash springs to mind, and
possibly Aluren to find Essence Warden. It's a
very good option for casual decks, being faster
than Worldly Tutor. I'd pick it late if at all
in limited games; I'm not sure there are any
green creatures in the block that you absolutely
must find now other than perhaps Timbermare and
Quagnoth.
Constructed: 2/5
Casual: 3/5
Limited: 2/5
Arcane
Summoner’s Pact
Constructed: Green is the color of big
creatures, so the ability to search up a
creature at instant speed is very nice allowing
you to cast it on your turn, look for a
creature, play it and then just pay an echo for
that creature in the form of 1GG (just a bit
harsher penalty if you don’t pay). The problem
for me is that by only being able to search up
green creatures reduces the power of this card
by a great deal. I can understand the desire of
wizards to not want to “break” the card but I
still don’t see how not being able to find any
creature would still be that bad.
Casual/Multi: A like this card a lot more here,
but mostly because recently my play group has
been on an Elder Dragon Highlander kick (if you
don’t know the rules for the format take a look
it’s quite exciting!) so the ability to tutor up
the creature you need in green deck (or gold
cards) is great for toolboxing a deck. Again the
ability to only get green creatures is a bit of
a let down and restricts how to use it in deck
building, but with creatures like Giant Solifuge
and Groundbreaker this card can turn really well
into a burn spell.
Limited: The power of this card is all dependant
on the power of the creatures that you can pick
up. If you get very few good green creatures
then this card is best left off to the side. I
can see this being a solid card in a deck that
drafts lots of removal and a few solid fat
threats as a means of providing you with a
creature when you need one in a deck with few of
them (I’m thinking like 10-12 out of 23 cards).
Loses points though since a lot of the best
creatures I think of for TPF block drafting
aren’t green.
Constructed: 2
Casual: 3
Limited: 2
Meb9000
Summoner's Pact
The pact cycle from Future Sight is definitely
one of my favorites, as it provides a tutoring
power green hasn't seen this side of Eladmri's
Call or Worldy Tutor. Being able to search any
green greature, especially including multicolor
ones, allows Summoner's Pact to be extremely
versatile. There is always of course, the nasty
pay for me or lose effect, but that can be
negligible if the pact is used at the right
time. My best advice is to use this in your Main
Phase, play the searched creature, and you just
got ahead in tempo slightly. Some might use the
Pact as extra copies of Chord of Calling in
Project X. Many possibilities are viable for
this one. Not as powerful in limited though,
since a one shot-search isn't as hot. Not
completely unneeded, though, since Green gets
the bombs a lot in Limited.
Ratings
Constructed: 3.5/5
Limited: 3/5
PsychoAnime
#1
Magic Noob in Canada since 2002
Summoner's Pact
For 2GG you get a rather restricted Diabolic
Tutor. However, this card's saving grace is that
it's cost can be paid later. It's only use is to
be part of a combo as control doesn't need this
and it's too expensive for aggro.
I guess you could still use it in aggro but I
hate fetching something without haste because my
opponent knows I'm not going to be playing
anything next turn.
In casual, this can be a decent searcher but if
you're playing with your friends, they are a lot
more likely to let you pay 2GG if you forgot to
do it during the upkeep.
In limited, if you have a green creature bomb,
go ahead and play this. If you don't, I would
shy away from this.