This is basically the trump card in any white
midrange deck. Spend your first five or six
turns dropping decently-sized creatures, then
once this hits the board, alpha strike. I don't
care how many creatures they have. Not only do
all your creatures do double damage, and some of
which will take out blockers before they even
receive any damage back, but for every creature
that swings, you gain double its power in life.
It's very unlikely that you can drop this, swing
with everything, and still be in danger of
losing on their counterattack, since your attack
either won it for you, or bumped your life total
up so high your opponent can't get you back down
before you win. Even mana Myr become decent
attackers when this hits the board.
Rounding up our "ridiculous enchantments from
Mirrodin" week here at Pojo is arguably the
craziest, swingiest, most fun card since Finest
Hour. Sure, the opponent has a clear out that
you need to play around (the opposite one from
Finest Hour, no less), but the payoff is well
beyond fantastic. Be glad they changed the rules
about lifelink stacking - if they hadn't, I
doubt this card would ever have been printed!
Magic The Gathering Card of The Day: True
Conviction
Welcome back readers today's card of the day is
our last of 2010 True Conviction, and a happy
new years to all our loyal readers and fans.
True Conviction is a pretty straight forward
card for six mana and a heavy white
commitment all your creatures gain lifelink as
well as double strike. In standard this is a no
go its too expensive at six mana and only
impacts the board if you have creatures. By the
time you can cast this spell aggressive white
decks should be close to winning a boring
finisher style card. In extended and eternal I
doubt it will see any play its an enchantment
with no immediete effect on the board and needs
creatures to function as well as the heavy
commitment to white. In casual and multiplayer
this card is so good it makes my head spin. In
multiplayer you need to be able to deal enough
damage to take multiple opponents out of the
game, as well as preventing them from doing this
to you. This card accomplishes that feat.
Lifelink keeps you In the game with high life
totals and double strike gives you the edge in
combat and against other creatures. In limited
it requires a heavy commitment to white a
possible inclusion in a white aggressive deck
although I don't know how early I would draft
this. Overall constructed jank but a powerful
multiplayer and casual card.
Today's card of the day is True Conviction a six
mana White enchantment that is a bit expensive
for most formats, but extremely effective if
played with creatures available to make use of
it. The issue is having a position to
maximize the potential where the opponent is
vulnerable.
In the right time and place with a game going
long enough this is a great card, but the format
is often too fast or removal heavy. By
itself a powerful card, but unlikely to see full
strength or play in a tournament level deck.
For Limited this is easily the kind of card that
can win a game alongside any moderately powerful
creature played before or after it hits the
battlefield. A first choice in Booster
draft even with the triple White cost, but risky
in Sealed unless your pool of White is strong
enough to play as half your deck or more.
Enchantments are often hard to remove and
gaining life while applying increased pressure
puts this above many other options even with the
ungainly cost.
Today’s Card of the
Day is True Conviction from Scars of Mirrodin.
It is a white enchantment costing three generic
and three white mana. This enchantment grants
double-strike and lifelink to all of your
creatures. Easily a staple in most mono-white
decks, no matter what format.
In standard and limited formats, this card is still awesome,
but I feel that it is too slow for any serious
tournament play. Six mana is a lot for any
spell, and having to wait out an opening can
cost people the game. I can see people using it
regardless, since it is such a power house.
Especially with other pump cards in standard
such as Steel Overseer’s and Tempered Steel,
even the littlest Darksteel Myr could quickly
become a nuisance.
This card truly shines, as most cards do, in Vintage and
Multiplayer formats. The possibilities are
nearly endless with how many creatures could be
pumped ridiculously by a card such as this. In
my store, the most popular combo running with
this card is a white-green Saproling deck. And
let me tell you from experience, tokens get a
lot scarier when they have nothing to lose, and
only things to gain from pummeling your face in
while gaining life. Thanks for that one Erik!
All in all, a decent card, if you have the time and mana to
get it onto the board. Definitely worthy of most
white decks, or any deck using white mana. And
it certainly could be a game changer once there.