Why is it worth requiring two colors just to
play a Pacifism effect when you could play,
well, Pacifism? Well, the "remove from game"
clause means your opponent can't get his
creature out from under it with a bounce spell
or a "target creature gains pro: white until end
of turn" effect. It also means that if they pull
a Naturalize to kill the Aura, you could
theoretically target the creature under it with
something in response, triggering the RFG
ability and keeping them from getting their
creature back. Also, it being multicolored
"turns on" the Blades, as well as things like
Rhox Meditant or Mirror-Sigil Seargant.
I have been a fan of the original card Pacifism
for about fourteen years now. I've played with
most of its variants, too, from Mercadian
Masques' Arrest to Saviors of Kamigawa's Cowed
by Wisdom, and I'm sure I'll like
Crystallization just as much. With Pacifism, the
cost has always been great and the effect always
useful, but sometimes you have to use it on a
creature that has an activated or, heaven
forbid, a static ability that still benefits
your opponent. Crystallization does give you an
option against such abilities, even if it
usually requires spending a Giant Growth or
Resounding Roar on something other than your own
creature (but see Friday, June 12th). I like it.
Constructed:
Pacifism with a twist. Nice idea but Path to
Exile does a good gob of removing a creature
from the game.
Casual &
Multiplayer:
There is alot of casual players that us Pacifism
in their white decks. Maybe this will cross over
blue green decks.
Limited:
It is creature removal that will stop alot of
their big bombs. Pick up some pingers and remove
them from the game.
Overall a good card that can fit in any blue
green and white decks.
Constructed: 2
Casual: 3
Multiplayer: 2
Limited: 4
Later
Miguel
Paul
Magic The Gathering COTD: Crystallization
Welcome back today’s card is a powerful pacifism
variant available to both G/W and U/W.
Crystallization cost a total of two mana and
prevents the enchanted creature from attacking
or blocking and has the added bonus when the
enchanted creature becomes the target of a spell
or ability remove it from the game. This ability
allows you to not only stop a powerful or
annoying creature from attacking but also serves
as a form of semi-removal to completely remove a
creature from the game. In constructed there is
much more powerful creature removal available
especially in Standard in the form of Oblivion
Ring and Path to Exile, I doubt this card and
its situational removal will make a splash in
any constructed formats, as its an enchantment
that’s destroyable if they draw into a way to
remove it and its only situational removes
creatures from the game. In casual and
multiplayer stopping the biggest threat with the
added bonus of removing it from the game is
tempting, if you’re in two colors including
white there is no reason to not run this over
pacifism. In limited pseudo-removal and the
ability to stop a threating creature could be
helpful if you’re in color.