Hey pojo dwellers! Yea, I missed the last COTD. My
bad. I kinda drifted off into the 15th
moon of Saturn, where people go to actually work on
school *shudders*, but I’m back.
Today, we review another one of those overlooked
cards that we some how haven’t reviewed over yet.
It’s like when we chose cards, something between our
ears and brains was dislodged. Like how the
tectorial membrane can vibrate the hair cells within
the tympanic canal of the External Auditory Meatus,
causing loss of atmosphere in the ears. Damn school…
Ok. For today, review the old card from the base set
that can cause hallucinations and became a craze in
the 60’s. That’s right. It’s…
Type: Balloon Mushroom
Mana Cost: 2
Ability: When you summon this creature, you can put
a card from your hand into the mana zone.
Ah, good ol’ Poisonous Mushroom. I remember this
card and the havoc I had to go through finding 4 of
them early on in the game. Just about 1 year ago, I
believe. Every Green/Blue/Black Deck in my meta had
this card in quadruplets, and I went along for the
ride…until Red/Black became cool.
The Positive Side
What’s not to love about mana? Mana is great. The
faster you can get it out, the better cards that can
get out, the stronger monsters that can hit the
field and the easier you win the game.
What’s the science behind mana? If you can only play
1 per turn, then the mana is moving along with your
POP QUIZ- If I’m on 6th turn, and I
played mana every turn and on this one, what one
should I be on now?...*ominous Jeopardy Music*…
Time’s up. If you said 6, then you lose. Pack your
bags, we’re shipping you to Antarctica…or the 15th
Moon of Saturn. Your choice.
Why are you wrong? Well did you ever consider that I
might be using a green mana deck? Didn’t think so…
Green can produce mana very well, depending on if
you got a good hand or not. Having this guy out on 2nd
turn helps you get to 4 mana by 3rd turn,
opening the door for a B-AT/barkwhip combo on 3rd
turn, which is great considering you also have the
Mushroom as another attacker for the turn. Play a
couple of these, then you could get very high on the
mana list. By my math, you can get to 6 mana by 4th
turn, which is crazy and a potential FDF or Crystal
Lancer if you’re using Blue along with Green.
Another good thing, it’s really cheap. 2 mana is
really nothing. That’s why you use the torcons and
the Burning manes, because their cheap. This guy may
not be a beast folk, but it’s still good to use in a
deck to lower the mana curve and get out some quick
attackers to prolong the game for your attack.
Poisonous mushroom is a great way to get some fast
mana. There are other ways, but this isn’t that bad
in getting the mana that you want and getting
a 1000 monster out.
The Negative Side
What’s bad about mana production? Well, think about
it. Your only gonna play one mana a turn normally.
POP QUIZ #2- Where are the extra mana cards coming
*ominous Jeopardy music*…
Time’s up again. If you guessed from the sleeve of
your shirt, then you win free counseling!
Seriously though, the cards can come from 4 possible
The graveyard(Most desirable)
the deck (most used outside normal mana production)
the hand (not too desirable)
and the field (just craziness).
The Shroom’s cards come from the hand. Now, anyone
who plays card games would tell you that the hand is
power, if the game involves a hand at all.
That’s a good reason why this card sees next to no
play nowadays. The card kills your hand. You can’t
kill your hand intentionally, unless you can get it
back, but then you drain your deck, making it easier
to deck out.
No, No, No, none of this makes any sense, does it?
It’s brother, psyshroom had a cooler effect. That
one gets mana from the graveyard, which is great
since you’re probably never gonna use them again.
Finally, here’s “What else could you use?”
- Bronze-Arm One turn later?
- Psyshroom 2 turns later
- Barkwhip, torcon, or burning manes?
- Faerie Life?
- 2 turns for Enchanted Soil?
Lots of choices, I’d pass if I were you.
The Limited Side
The shroom is cooler in limited play. Mana is much
more effective and more essential when you actually
play with more higher cost creatures than you
normally use. I see this card helping a lot if you
can get to 5 mana by 4th turn. That opens
up many possibilities to one-up your opponent. If
you see it, take it and jump for joy.
Here’s the + and – again
+ Easy, quick mana
+ Cheap monster
+ Classic never die, right?
- The card destroys hands
- not as good as B-A or Psyshroom in some ways.
- the third plus being wrong
If you can sustain your hand so it’s not much of a
loss, you know, through stuff like brain serum and
the new energy stream, then it should be useful.
Bronze-Arm and Fighter Dual Fang are better, by a
long shot. Still, not that bad. I’m split on the
Mana production only helps in limited games. Speed
is one of them “king strategies” in limited, so go
Hey, if you had multiple green spheres appearing
everywhere on your body, you wouldn’t have a smile
on your face either…
That’s it for the Poisonous Mushroom. If anyone has
any Q’s, Triple C’s, or just want to say something,
E-Mail me at
Congrats North Carolina for winning the NCAA
tourney…and winning me my bracket pool. :)