I'll admit that 4/5 is bigger than you usually
get for 3G, but you can't play any spells
whatsoever or it goes back to your hand? What
good is that? Green is the color of big,
powerful creatures-- if you really want a
creature whose only contribution is its size,
there's better options than this. Options that
actually stay in play once you cast them.
Options that have abilities that benefit you
instead of making you replay this 4/5 with no
trample or evasion. I suppose there's a combo in
here somewhere... Pandemonium maybe? Mostly all
I see is a mana sponge.
This card's solitary line of rules text is a
turn-off to some people, but I'm not sure why.
First of all, rabbits are shy animals, and
rabbits with horns wouldn't necessarily be less
shy. Second of all, something like this is only
a disadvantage if you let it be. Maybe you have
Essence Warden in play. Maybe you have
Pandemonium. Maybe you have Forgotten Ancient.
These are just some of the possibilities - and
there's nothing cooler than kicking someone's
butt with a bunch of bunnies.
Welcome back readers today’s card of the day is
Jackalope Herd a beefy green rabbit beast. In
standard, extended and eternal this card will
never see play its poor mana cost to power ratio
and poor self bouncing ability is more of a
hindrance then a benefit. In casual and
multiplayer this card is trumped by Stampeding
Wildebeasts a card that continually bounces
other green creatures but which can be abused
with come into play or combo effects. This card
has limited combo potential with things such as
Pandemonium. In limited this card is bad
although if you dump enough creatures out before
you cast it, it can become a beater or solid
blocker. Overall a disappointing card for
something with jackalope in its name.
Today's card of the day is Jackalope Herd which
is a four mana 4/5 which returns to your hand
whenever you cast another spell.
Equipments add some strength to this creature as
an instant or sorcery spell wouldn't work for
direct enhancement and it has no innate evasion
or Trample.
Even with that option casting anything after
playing it sets you back offensively unless
Haste is available which is a huge drawback
compared to the many other Green creatures
available. There is some potential for
combining the ability with comes into play or
leaves play triggers, but with a cost of four
and needing other cards to both activate and
benefit from the effect it isn't that useful.
Overall a simple card drawing mechanism is
likely better and independently stable where
Jackalope Herd will often work against your own
tempo.
For Limited in the Exodus this can be a good
topdeck as one of the largest creatures in the
set and a high toughness, making it a tough to
kill creature when playing a card next turn
isn't assured. The single Green allows it
to be splashed, but it isn't worth going out of
your way to do so as the drawback is still a
noticeable penalty. Not a top choice in
either format and shouldn't be picked over any
similar creature if available, which may include
the common five mana 4/4 Rabid Wolverines that
gets +1/+1 until end of turn whenever blocked by
a creature. With an option like that
available the Herd is a second choice at best,
but may be the only one available which leaves
it playable when absolutely necessary.
Welcome to Easter Week here
at Pojo.com. Today’s Card of the Day is
Jackalope Herd. Jackalope Herd is a green
creature that costs three generic and one green
mana. Jackalope Herd is a 4/5 that has “When you
cast a spell, return Jackalope Herd to it’s
owner’s hand.”
Not exactly great, but this was from a time in Magic’s
history that things weren’t always what you paid
for. There was usually a secondary price for
getting something cheaply. Take into
consideration that you can’t even Giant Growth
this guy. But if you don’t mind not playing any
spells since dropping this guy, go ahead and run
him.
This card was usable while building better things back
in the day, but these days, you can play a 4/5
for three mana with no drawbacks, Leatherback
Baloth.