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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Rolling Temblor
Image from Wizards.com

Rolling Temblor
Innistrad

Reviewed November 10, 2011

Constructed: 3.25
Casual: 3.38
Limited: 3.88
Multiplayer: 3.88

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

Rolling Temblor

In its fevered dreams, it sees nine red mana, and 4 damage to each nonflying creature wiping the board of everything but your own Dragons. Realistically, by the time you hit nine mana, you're probably not going to want to spend it on an Earthquake for 4 that doesn't hit players. Rolling Temblor's real use is that of a Pyroclasm that forever haunts your opponents with whispered threats of its flashback. Its first casting will clear the board of chaff, leaving you the better off for having anticipated it. For the rest of the game each player will bear that scar of loss, fearing to overcommit and risk a rout with the second casting. Rolling Temblor, more so than most cards, is only as good as the player who wields it, as it rewards careful play and an eye for opportunities.

Constructed- 3.5
Casual- 4
Limited- 3.5
Multiplayer- 4

David Fanany

Player since 1995

Rolling Temblor
 
Is the ability to cast Pyroclasm twice from one card worth losing the ability to damage flying creatures? I can imagine a situation or two where it would be, but in many situations, Pyroclasm will be picked just for the all-around versatility and lower cost. Of course, you can always make a deck based around flashback effects, with Burning Vengeance or River Kelpie. Rolling Temblor is also a very significant threat in limited games, even more so than mass removal spells normally are - sometimes you get wiped out by Wrath of God and go "well, at least he only has one." Not this time.
 
Constructed: 2/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Rolling Temblor which is an interesting three mana variant of Pyroclasm as it costs one more, but doesn't damage creatures with Flying and can be cast with Flashback for six.  The six mana cost on the Flashback is a bit high and unlikely to make an impact often, but is certainly nice to have available should mana be available.  The two damage to non-Flying can be extremely useful if your deck is designed with primarily Flying creatures to work towards a one-sided advantage.  A build with that in mind can be competitive and the single Red in the casting cost allows another color's creatures to be used efficiently.
 
For Limited this not hitting Flying can be a drawback, but both the primary and Flashback casting costs are very reasonable.  This is a top of the line removal option and a Sealed pool with this and Flying creatures can form a dangerous two-color deck.  In Booster this is a good choice for an early pick, especially if following by Flying creatures or ones with three or more toughness.
 
In Multiplayer running a deck to take advantage of this can be very effective and can be difficult for many opponents to work around.
 
Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 4.5

John
Shultis
Phoenix
Gaming

      Welcome to the card of the day section here at Pojo.com! Today we are looking at Rolling Temblor from Innistrad. Rolling Temblor is an uncommon red sorcery that costs two generic and one red mana. It deals two damage to each creature without flying, and has flashback for four generic and two red mana.
    
     Rolling Temblor is certainly one of those cards that had potential but ultimately made me scratch my head. It severely fails to live up to the Volcanic Fallout, by far the best multi-hitting card in the game. Had Rolling Temblor at least been printed as an instant it would have been much better than it is. And then doubling the flashback cost, not likely to be flashed until absolutely necessary. Altering the cost to maybe four red mana would have been better than the six mana. Cards such as this are nice to be able to play and flashback on the same turn for maximum effectiveness. But costing nine mana to do so is highly unlikely to ever have that happen.

     In terms of what it can do at face value, it is at least a decent option for limited and standard play, since it can easily handle human based decks, whose toughness is usually low, and can even handle werewolves prior to transformation, and can even pick off some ground based vampires. I think that not hitting fliers is a major drawback though, and even in standard people will likely stick with Slagstorm for the option of more damage for the mana. But once Slagstrom rotates out, if this is the only option, I’m sure it would see a pick up, even if it doesn’t hit as effectively as some other burns.

      I love cards like this, but this one fell short of what it could have done. Doesn’t really live up to what massive hitting red spells can do, but still a solid choice for limited play.
 
Limited: 5/5
Casual: 3/5
Constructed: 4/5
Multiplayer: 4/5


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