You may have heard of the various Elf decks that
ramp their mana and then use this card to dump a
ton of lands and Elves onto the field at once.
Genesis Wave is likely a must in any
sufficiently green ramp deck, as it allows for
explosive bursts of development that can
frequently turn a board state around while
simultaneously dropping more lands into play,
which can be tapped for mana immediately.
Admittedly, it is a bit of an all-in card, and
is very susceptible to being countered or
walking into a boardsweep if your opponent
guesses what you're about, but that small risk
doesn't outweigh the reward of being able to
suddenly make a cavalcade of permanents drop
into play.
I'm almost positive the phrase "Genesis Wave"
was spoken in one of the Star Trek movies. The
second? Or maybe the third? Whichever it was,
this card promises hilarious fun in the vein of
Warp World or Hypergenesis. Twenty-odd Elves?
One card away. Twelve Kobolds, Gauntlet of
Might, and Muraganda Petroglyphs? Plausible!
Emrakul, Kozilek, and Ulamog? Well, maybe if you
had Heartbeat of Spring in play . . . Even if
you can't pull that one off, this card is an
instant casual classic.
Welcome back readers today's card of the day is
a powerful green card from Scars of Mirrodin. In
standard this card has seen play in green ramp
decks as well as elf decks, being able to
generate a large amount of mana means this spell
can end games all the quicker. In extended and
eternal once again this card fits perfectly in
elf decks that can generate a ton of mana
quickly or decks that utilize infinite mana
shenanigans. In casual and multiplayer this card
is the bee's knee's being able to effectively
ramp and put out Eldrazi and other game winning
threats means this card will see a lot of play
in elf decks as well as combo decks. In limited
it requires a heavy commitment to green so im
unsure of how to rate it, if it effectively hits
it is a bomb card make sure to pack enough green
sources in your deck.
Today's card of the day is Genesis Wave which
is an interesting Green sorcery that can do
quite a bit in a mono-Green acceleration deck or
with artifact support. The dedication
needed is a bit high, but the potential is great
as well and it can really dominate a game.
Expect to see quite a few attempts at running
this in serious competitive formats.
For Limited this is weakened by the triple Green
in the casting cost and not having the dedicated
support available, so playing anything you want
from your deck is highly unlikely. Getting
a few lands may be the best case scenario which
makes this a fairly mediocre card depending on
your pool and unless you have multiple three
mana cost or lower cards is probably not worth
running at all. It may depend on your
playstyle, but more often than not a simple
creature is likely to work better than this
bulky card and it should be passed as such in
Booster and sidedecked in Sealed.