Let me get this straight: they made room for
"Open the Hellmouth," even after seeing what
season 7 of Buffy the Vampire Slayer was like,
and not for the Headless Horseman? I really
don't get it sometimes. Now that Into the Maw of
Hell is here, though, it's a good design and
makes good use of number folklore. The mana cost
is slightly high for either of the things it
does on its own, but you don't often see them
both on one card, so it's a card you'll probably
want to keep in mind.
The card we are looking at today is Into the
Maw of Hell. For six mana you get to blow
up a land and smash a creature for 13 damage.
How many creatures have enough toughness to
survive this? Its big enough to kill Tree
of Redemption. This card is a nice two for
one, but is it really worth it? What lands
are there worth killing? Probably just
Inkmoth Nexus or Wolf Run, by the time you can
cast this against a deck running Inkmoth or Wolf
Run you'll probably be close to game anyways.
In standard I can't see it having a place.
In casual I think it would be hilarious to nuke
a creature for 13 damage. Limited makes it
even better, with strong removal being so hard
to find in this set I would play this card.
Welcome to a new week
of Card of the Day reviews here at Pojo.com! We
kick this week off with the Innistrad card Into
The Maw of Hell! Into the Maw of Hell costs four
generic and two red mana, is a sorcery, and says
destroy target land, and deal thirteen damage to
target creature.
For an uncommon this is definitely one of my favorites.
It destroys land which can severely slow an
opponent down, and then deals thirteen damage to
a creature. Not all that bad for six mana.
Perhaps a little slow for serious competitions,
but I think that it should. Six mana isn’t all
that hard to come up with these days, and those
benefits sure make getting it a whole lot
better.
Land removal and creature removal for less than the
price of a Stone Rain and Shivan Meteor
combined, deal!
Today's card of the day is Into the Maw of Hell
which costs six mana to destroy a target land
and deal thirteen damage to a target creature.
While this is a two for one advantage it is high
cost and later in the game destroying one land
is unlikely to make a major impact. The
primary benefit is in being a single card to
deal with creatures over five toughness which
would otherwise take more mana or two cards in
mono-Red. In situations where the target
can be destroyed by other options this is not
the best card to have in hand, but it is
powerful for the price and will likely see some
play in response to metagames with larger
creatures.
For Limited this is an excellent removal choice
that can deal with nearly any creature and the
land removal aspect has the potential to keep an
opponent from playing an entire color if they
have not drawn a balanced supply of lands.
The higher cost is not a big issue in the format
and two Red mana out of six is easily managed
which leaves this with no real drawback. A
Sealed build can and should run it for any deck
with enough Red mana and this is a strong second
pick in Booster after a Red rare or to start a
multicolor deck.