A potentially very dangerous card because of the
cycling ability. 6 damage and a draw is nothing
to sneeze at. No one is going to pay 8 mana for
that in constructed though, because it might not
even win you the game, and the hard-cast effect
is blah at best. This card was meant for
limited, where it shines as removal and a
stalemate breaker. If you're in the colors, play
this. If you have red but not the Jund colors,
I'd still consider taking it anyway just because
it's 3 damage for 3 mana.
Constructed - 2
Casual - 2
Limited - 4
David Fanany
Player since
1995
Resounding Thunder
Jund has excellent instant spells for a world
without blue mana (or alternatively, perhaps
because they know they need to fight people who
use blue mana). Resounding Thunder has been
compared to Urza's Rage, and I think it compares
quite favorably; the "unstoppable" version
requires three colors, but it's a triggered
ability which is immune to Swerve. In Alara
limited and many games in constructed, that
means that you only have to get your opponent
down to six life. What's not to like?
Constructed: 3/5
Casual: 3/5
Limited: 4/5
PsychoAnime
#1
Magic Noob in Canada since 2002
Resounding Thunder
This card is decent in mana ramp where its
cycling cost can be paid and it can be regularly
casted early game for defense. It's also usable
in some decks that want an uncounterable win
condition in Standard. I really don't see this
being played in any other deck though since
there are better versions of this hardcasted and
the cycling cost is unpayable, or not worth it,
in any other deck than those listed above.
Definitely the best of the Resounding cycle
though.
Constructed: 3/5
Casual: 3.5/5
Limited: 4/5
Miguel
Wednesday 12-17-08
Resounding Thunder
Constructed:
Three for three damage is not bad. But 6 damage
for 8, and its 3 different colors, may sound
bad, but when it comes form Cycling that make it
really good. There is only a few cards that can
stop that, and there are a few in Standard.
Casual:
Okat for the kitchen table or newbies.
Limited:
Top pick over alot of uncommons and a few rares
and mythic. Build up to 8 lands and burn your
opponent for 6 and draw a card. Sounds like a
winner to me.