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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

The Great Aurora
Image from Wizards.com

 The Great Aurora
- Origins

Reviewed July 30, 2015

Constructed: 1.50
Casual: 3.17
Limited: 1.50
Multiplayer: 2.88
Commander [EDH]: 4.00 

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

The Great Aurora
 
Judging by the rest of the set, it looks like Nissa didn't really stick around for long after the storyline Great Aurora, which is too bad. There were some great ideas in Shadowmoor and Eventide, and it would have been fun to explore them more. It's not all bad - I just need to figure out a deck concept that can reliably start out casting cards from Lorwyn, cast this, and somehow end up with cards from Shadowmoor after I shuffle. While I work on that, you might like to ponder what will happen now that green has an effect - albeit expensive - that has odd similarities to Timetwister, not to mention the strain on the fabric of reality when two such effects are in the same expansion. It practically begs to be exploited, especially since you get the first shot at rebuilding the plane and the vagaries of randomization may make your opponent/s have a huge discard phase when the time comes.
 
Constructed: 1/5
Casual: 4/5
Limited: 2/5
Multiplayer: 3/5
EDH/Commander: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is The Great Aurora which is a nine mana Green sorcery that dramatically alters the game state by shuffling all hands and battlefields and drawing new cards of an equal number. The very high mana cost puts this in the realm of an endgame play for a mana acceleration build, but it can be extremely situational. It generally requires a noticeable permanent advantage that wouldn't directly win the game, so a token swarm shuffled away to force more card draws would likely just be able to attack for the win instead. The opponent has to be in a position that leaves them unable to capitalize on the card draw as well, which adds even more variables to an already questionable concept. Overall this is a very powerful card that can cause extreme disruption, but there are more efficient and self sufficient designs that should prevent this from being more than an offbeat Casual gimmick.

In Limited the high mana cost and situational effect prevent it from being truly playable and it is a Mythic that can very safely be passed and shouldn't be picked early in the pack even if already in Green. In Sealed this belongs in the sidedeck and shouldn't even be a consideration for seeing play.

Constructed: 2.5
Casual: 2.5
Limited: 1.0
Multiplayer: 2.5


Armuun
The Great Aurora
 
I'm just going to keep this review strictly filed under EDH, because in the cases of everything but EDH and casual, you'll almost never see this. It's great. It resets a game where if you have struggled to maintain board presence and automatically puts your opponent on the defensive. If they're not running counters, go nuts. Hell, just go nuts. Turn 9 in EDH means you're going to be drawing 12+ cards at least and getting lands on the board.  It's one of those cards that you love playing, but hate playing against. But in green, especially mono, I highly recommend this card. 
 
Constructed: 1
Casual: 3
Limited: 1.5
Multiplayer: 3
EDH: 5

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