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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Meandering Towershell
Image from Wizards.com

Meandering Towershell
- Khans of Tarkir

Reviewed Oct. 27, 2014

Constructed: 2.5
Casual: 2.75
Limited: 3.0
Multiplayer: 2.75

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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


David Fanany

Player since 1995

Meandering Towershell
 
This card takes me back to the many, many times I got stomped to pieces by Long Gui and Adamantoise random encounters in the Final Fantasy XIII games. Despite that, I've always liked tortoises and turtles, and so I rather like this guy. He's probably intended more for defense than offense, and though his attack trigger may annoy control players who want to end the game quickly when they're on top, there are few things that can get past his nine toughness. Islandwalk can also be randomly relevant, though a lot of blue control decks are fast nowadays. But since he's good at defense and has interesting abilities (and unlike Aaron Forsythe, I use the word "interesting" as a compliment), I personally don't mind.
 
In fact, my main complaint about this card is actually that I can't for the life of me see what it might have to do with the Sultai.

Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Meandering Towershell which is a five mana Green 5/9 with Islandwalk that is exiled when it attacks until the next declare attackers step when it returns tapped and attacking. 

Offensively this averages two and a half damage per turn with situational evasion, which is really weak for five mana and Green can field much better threats for that cost.  Defensively this is actually a solid blocker with nine toughness to go along with the five power, but overall more aggressive choices will win games and this is unlikely to see much play outside of gimmick builds which may take advantage of the high toughness at a low mana cost.
 
In Limited this is a nearly unassailable defense that can offer some minimal offense, though the opponent can play a threat during the two turn attack window which is a notable drawback to actually attacking. 
Not a very powerful first pick, but an inconvenience if an opponent has it in play against you which gives it some value in Booster.  For Sealed if running Green and it doesn't imbalance the mana curve this is worth including for the defense and the possible offense, even if it is weak over time it can still do damage.
 
Constructed: 2.0
Casual: 2.5
Limited: 3.0
Multiplayer: 2.5

BMoor Meandering Towershell

This is a very interesting creature. It's very efficient for its cost, even by Green's standards, and it has Islandwalk to potentially become a real bugbear for blue decks, but it can only attack once every other turn. And it really only "exists" every other turn as well. Part of the reason man-lands and artifacts that can temporarily become creatures are so powerful is that they're rarely a creature on your opponent's turn, which means your opponent needs instant-speed removal to deal with them. Towershell has a similar situation of only being able to be targeted on certain turns, but they're not all your turns. He can be killed by sorceries, but only on certain turns. That doesn't necessarily keep him safer, but it could make planning the next few turns trickier for the enemy, as he has to leave mana up on the right turn.

In combat, he's a beast-- he hits for 5 and his 9 toughness will keep him safe from just about any toughness-based removal, but getting there is the problem. He lands on turn five, but doesn't actually hit the opponent until turn seven, which is sort of like the opposite of Haste. And Haste is a good ability, so its opposite...

Constructed- 2
Casual- 2.5
Limited- 3
Multiplayer- 1.5

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