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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!


Image from Wizards.com

Top 10 Cards of 2010
#4
Koth of the Hammer

Scars of Mirrodin
Reviewed Jan. 11, 2011

Constructed: 4.20
Casual: 4.23
Limited: 4.60
Multiplayer: 4.20

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 

BMoor

Koth of the Hammer

Koth is a master of causing huge damage swings out of nowhere. Since his first ability untaps a Mountain and makes it a 4/4 able to swing that turn, he's basically like a 4/4 with haste for four mana. If you don't need a 4/4 to swing with this turn, you can also use him as a Seething Song. If you cast him turn five or later, you're getting a net gain in mana. Better yet, cast him on turn four, then turn five drop a 5th mountain and use Koth's second ability for a total of nine mana on turn five. Can you think of anything good that RRRRRRRRR buys? If not, then have no fear-- it's Koth's ultimate that really makes me quake. Once it goes off, there's pretty much nothing you can do anymore. All your Mountains can ping for 1? You don't even need to cast spells anymore-- you have five or six Prodigal Pyromancers in play, and nobody has kill spells for them. Burn down everybody's creatures one by one, or go for the opponent's face. Unless your opponent has Leyline of Sanctity or some means of preventing damage en masse (a leveled Hedron-Field Purists? Yeah, people really play that.), anything they try to play is just delaying the inevitable.

Constructed- 4.5
Casual- 4.5
Multiplayer- 4.25
Limited- 4.9

David Fanany

Player since 1995

Koth of the Hammer

If Jace has come to represent the color blue for some people, Koth may yet come to be the face of red magic. Like M10 and M11's Chandra, he embodies aspects of his color's heart and soul, and the ability to use his powers repeatedly gives red a certain type of card advantage, letting its aggressive decks face the likes of Jace decks on even terms. He may not have shown up in the recent world championships or other pro events, but I have a feeling we have yet to see this card at its best.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Paul

Magic The Gathering Card of The Day: Koth of The Hammer
 
Welcome back readers today's card of the day continues to countdown our top ten cards of 2010 todays card of the day is Koth of The Hammer. In standard Koth has revitalized red decks providing them with a powerful and finally usable planeswalker and a powerful finisher for red decks. Koth has seen a large variety of play in standard. In extended and eternal red decks can utilize this card as  a powerful way to end games quickly, burn decks are popular in every format and this card provides an additional way for those decks to win. In casual and multiplayer this card can create attackers, power up your mana, and in the long term turn all your lands into a way to kill players as well as troublesome creatures. Koth points a huge target on his head with his ultimate ability, having a way to protect him is recommended. In limited it requires heavy commitment to red but this card is a bomb, turning lands into attackers and being able to tap your lands to deal the game ending blow is powerful. Overall a powerful red card that has revitalized the competitive red decks and provides a decent planeswalker for red decks.
 
Constructed : 4.0
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card number four of 2010 is Koth of the Hammer which is a very impressive Red planeswalker at four mana starting at three loyalty.  The first ability is a +1 that can be used to simply untap a Mountain for a little acceleration or as a 4/4 attacker, more with Elemental support. 
This is reminiscent of Garruk's first two abilities and a very welcome addition to Red's arsenal.  The second ability is a -2 which can be used as soon as Koth enters play leaving him at just one loyalty, but with a little patience can set up an impressive Fireball or power out almost anything very early in the game.  Both the first and second ability offer the kind of acceleration Pyretic Ritual missed out at being which make Koth very appealing for that alone.  It is the ultimate ability that should really catch a Red player's attention though.  For only two additional loyalty counters, easy to get with Proliferate in the game now, any Mountain turns into a damage dealer that is almost impossible for most opponents to remove.  Koth is overall a solid threat and can leave an impact on the game even if destroyed thanks to the emblem mechanic.  Most creatures, planeswalkers, or a player can be swiftly dealt with via a combination of land damage and standard burn spells available to a Red player.
 
For Limited the option of acceleration may exist, but often the ultimate should prove more useful to clear the board or finishing the opponent directly.  This is absolutely a first pick in Booster despite the double Red cost and unless the Red pool in Sealed is completely unplayable should be seriously considered as part of the deck there as well.  At worst a 4/4 attacker with Haste and a target for your opponent instead of your own life points and at best a card that can win the game, Koth is great in the format for such a low cost.
 
Constructed: 4.5
Casual: 4.5
Limited: 5.0
Multiplayer: 4.5

John
Shultis
Phoenix
Gaming

Today’s Card of the Day is Koth of the Hammer from Scars of Mirrodin. I personally love this guy, and he is definitely one of the best cards from Scars of Mirrodin. Two red mana and two generic mana gets Koth on the board.
His first ability is an add one, untap a mountain, it becomes a 4/4 elemental until end of turn that is still a land. I like this ability not necessarily for attacking, but for being able to gain additional mana. Sometime you are one mana away, not anymore.

His second ability takes getting mana to the extreme. Minus two, add red mana to your mana pool for each mountain you control. Double mana, why thank you. I know I salivate when I think of potentials involving 10-12 mana on turn 5 or 6.
His final is almost ridiculous. Remove five counters, and now you get an emblem that gives all your mountains tap: deal one damage to target creature or player. Simply incredible.

In limited and standard this guy is great. Any one who would pass on this guy in a red themed deck needs their head examined. There are no draw backs to anything he can pull off. And even without the abilities that break this card in vintage, who can resist what he does. Using his abilities with Comet Storm can seal an early victory. The possibility of 10 damage from it on turn 6 is astonishing. And a turn 4 4/4 is hard to deny. Fling your own mountain for some extra impact.

But, as is often the case, casual, multiplayer, and vintage is where cards truly get the opportunity to shine. Blood Moon? Can you say definitely blood? All your nonbasic lands you may need become mountains, which means that all of Koth’s abilities trigger for said lands, fun in a can. And then, using that mana with other accelerators, such as Seething Song, could result in enough mana to do just about anything you damn well please. I don’t think I can write an article short enough for Card of the Day to really describe how much this guy can accomplish.

Limited: 5/5
Casual: 5/5
Multiplayer: 5/5
Constructed: 5/5


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