This card bumps you up from three mana to seven,
but three of it can only be spent on creature
spells. Seven mana is exactly what you need to
cast yesterday's Angel, but more likely you've
got your eye on some sort of Wurm or something.
And if you've got noncreature spells in hand,
well, then this is a three mana 0/1. You need to
be playing almost entirely creatures for this to
be worth running, but it's pretty darn good when
it is, because if your opponent doesn't kill it
immediately, it'll power out something that will
demand your opponent use his kill spell on it
instead of the Sage.
Somberwald Sage's rate of mana acceleration
compares favorably to some of the best cards in
the game's history - aside from the issue of
summoning sickness, you don't usually see such a
large jump in the "available mana" figure
outside of cards like Sol Ring. What would you
do with seven mana on your third turn? You can
do basically anything with that, and that's why
this card is soon to be a casual powerhouse and
possibly much more. It's hard to see her
restriction as significant, considering that the
only "obstacle" on some expensive creatures is
their high mana cost. And considering that every
Magic set has creatures, she's only going to get
better, too.
Today’s card of the day is one I have been
waiting for, Somberwald Sage is an intense mana
ramper that can also help fix your mana in a
small pinch, it provides a great ramper for your
creature decks providing three mana to help
power out creatures such as titans much easier.
In standard I can foresee this card in green
mana ramp decks as it can allow you to have
access to seven mana on turn four for titans or
other powerful creatures. In modern it could
serve the same capacity in creature heavy builds
making it my sleeper card of the set. In legacy
and vintage this card is simply outclassed and I
don’t feel it is a good fit in current deck
types. In casual and multiplayer it is a druid
which is a relevant tribe and being able to
power out creatures is a big game. In limited
it’s a solid card and being a human is relevant.
Overall this creature I feel is underrated and
the titans and wurmcoils it can power out can
give it a boon in constructed formats such as
standard and the sheer variety of creatures it
can power out in casual and multiplayer makes it
quite powerful as well.
Today's card of the day is Somberwald Sage
which is a three mana Green
0/1 that taps to add three mana of any one color
that can only be used to cast creature spells.
I often mention acceleration as a key aspect of
Green and this is a very aggressive addition to
that concept that works both for mono-Green and
multicolor decks. This will see play
alongside cards like Bird of Paradise in many
builds and by itself can allow some of the
higher cost creatures to enter play in the
stages of a game where they can have the most
impact.
For Limited this is a color fixer and
accelerator that is an obvious first pick in
Booster and definite splash in Sealed.
Being able to utilize seven mana on turn four
can often be a game ending and even though this
is a support card it has huge potential when
drawn and played early on. Like many early
advantages the power of this Sage decreases as
the game goes on and it is a really bad topdeck,
though that alone isn't reason to sidedeck it.
Welcome to the card of the day section here at
Pojo.com. We close out our week looking at
Somberwald Sage from Avacyn Restored. Somberwald
Sage is a rare green creature human druid that
costs two generic and one green mana for a 0/1.
Somberwald Sage’s ability is tap: Add three mana
of any one color to your mana pool. Spend this
mana only to cast creature spells.
I really do like the Somberwald Sage, It is
simple ridiculous for a creature based deck, and
allows you to run multiple creature’s colors
even in a mono-green based deck. Two Somberwald
Sages out means that you could effectively drop
an Avacyn or any of her host angels somewhere
around turn 3-5. If that is not a game ender, I
really wouldn’t know what would be.
Even if you stick to a mono-colored deck,
obviously green, you will be dropping all your
big creatures ahead of schedule, which likely
ends the game. A fourth turn Engulfing Slagwurm,
Khalni Hydra, Terra Stomper, etc. Really hard
for your opponent to win against any of those,
so what would you like to drop?