Any single card that can produce two or more
creature tokens is worth consideration. Moreso
if said card is an instant, and said tokens can
be used as surprise blockers. Even better, these
blockers have infect, and thus anything they get
to deal combat damage to is permanently
crippled-- a masterful surprise block indeed.
And yet, Carrion Call is four mana for two
power's worth of tokens. I fear that we may
never again see the like of Raise the Alarm. You
could flash them in at end of turn to swing with
them, and then hopefully have a pump spell for
one of them, but it still seems like you
overpaid, unless somehow each Insect manages to
trade with another creature. I suppose in a
slower, proliferate-based Infect deck, this
could be worth it as you'll likely use the
tokens to block two creatures, and then the
proliferation will wither them down to almost
nothing, or you'll be more concerned with
getting at least one Infector through so you can
get a poison counter on the enemy to
proliferate. Or maybe all you want is some
surprise blockers. Creatures with flash are a
bit hard to come by, aren't they?
A four-mana instant that makes two creatures
doesn't seem, at first glance, like the best
green has to offer. But it's important to
remember that poison-related decks are strongly
encouraged by the cards in Scars of Mirrodin,
and those insects probably won't be lacking for
support. It's also notably the only
infect-related card (so far) that creates more
than one creature with one card. The Phyrexians
believe that goals are best achieved when all
the parts work together, and in the role it's
intended for, Carrion Call is a well-oiled part
indeed.
Welcome back readers today's card of the day is
an infect token maker that happens at instant
speed, Carrion Call. In standard I can see this
card making an appearance in mono green infect
although I doubt it, the deck is better off with
Giant Growth effects and solid creatures.
Outside of dedicated infect decks this card is
horrendous. In extended and eternal I don't
foresee this card making an impact in any
archetypes. In casual and multiplayer infect may
not be the best strategy and this token
generator just does not pack enough power to
justify its inclusion in decks. In limited its a
good combat trick and if you are in a dedicated
infect deck this is a card to draft when
available. Overall an interesting infect cards
that just does not do enough to warrant its
inclusion in decks. From Pojo have a merry
Christmas, Happy Hanukkah, and any other holiday
you celebrate, spend this time to enjoy some
Magic this winter season!
Today's card of the day is Carrion Call which
is a four mana instant that puts two 1/1 tokens
with Infect into play. This isn't really
worthwhile in the format as you can get more
from a larger creature for the cost even though
the instant speed offers some potential combat
usefulness it is too situational. Stick
with other options instead and something like
Giant Growth.
For Limited the two for one is a nice effect and
this is worth playing even if Infect isn't a big
part of your deck. One Green can be easily
worked with and it should be played for any
Sealed deck and drafted relatively early in
Booster as this is a flexible option for the
format.
Today’s Card of the Day is
Carrion Call from Scars of Mirrodin. I
personally view this card as an amazing card
with more amazing potential. For one green mana
and three generic, you gain two 1/1 green
insects with infect. While this may seem kind of
expensive with little repaid, this card has some
potential.
In standard, this card is pretty straight forward. You will
receive two infect insects, which you can use to
try breaching an opponents defenses and then
Giant Growth, or use them as blockers which may
cause an opponent to hesitate long enough to
figure something else out. After all, infect can
be a pain when green. No one would want to risk
losing a creature to a pumped insect token.
While a decent card, there are still quite a bit
of ways to exploit its advantages in standard.
However, it is in casual and vintage formats that this
card truly shines. This card almost screams to
have someone fully manipulate this card. Imagine
for a moment if you will, being able to produce
an almost limitless amount of 1/1 insects with
infect. Not many opponents will be able to
withstand such an army. Then combo that even
farther with Bellowing Tanglewurm and deliver
the final blow. The main portions for such a
deck would simply be Doubling Season and Rhys
the Redeemed. Using cards like those, you could
fabricate a deck devoted to using these
seemingly useless insects to deliver a fatal
blow, game after game.