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Inventory Management – Fallout MTG COTD

Inventory Management
Inventory Management

Inventory Management – Fallout

Date Reviewed:  March 13, 2024

Ratings:
Constructed: 3.37
Casual: 4.13
Limited: N/A
Multiplayer: 3.63
Commander [EDH]: 4.00

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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This could just as easily have been an Elder Scrolls or Baldur’s Gate Universes Beyond card, considering how many times I’ve done this in both series. To be fair, Baldur’s Gate didn’t use to let you change armor during combat, which was its concession to trying to be fair. Inventory Management (the Magic card) has surprisingly little concessions of that type. This is about as cheap a cost as we’re ever likely to see for this effect, and it’s very tempting to try and find a way to break it. It’ll likely be at its best in Voltron-style Commander decks, though I wouldn’t rule out someone finding a Legacy-legal way to equip a creature with four different Swords of X and Y on the second or third turn. You just never know. At the very least, it’s an interesting twist on a combat trick, making your best equipment available for blocking even if it was attached to an attacking creature, and there are decks that will want that.

Constructed: 3
Casual: 4
Limited: N/A
Multiplayer: 4
Commander [EDH]: 4


 James H. 

  

Pause the game, manage your equipment…the time-honored tradition of stopping to adjust mid-combat is a feature of RPGs. More interesting is that this is the Fallout card that feels like a Legacy plant, almost; each Commander set seems to provide at last one card with prospects in the powerful formats it comes to.

Inventory Management allows you to attach all Auras and Equipment you have in play to eligible targets. There are a couple of key features here: there is no targeting (which allows you to bypass shroud, but keep in mind it won’t let you bypass protection), and this is an instant with split second. Two mana to equip something at instant speed is a pretty neat trick, and there’s a fairly famous equipment (Colossal Hammer) that has a high equip cost that this helps on. But there are plenty of things that benefit from a bit of quick shuffling around.

I do think this is likely to be the Legacy plant of the set, though it won’t be a massive force. There’s one deck this probably goes in, but it goes in it splendidly, and that helps greatly. I do think that the Equipment aspect is going to be the one that matters more, but Auras might still make for some fun. Split second is something that tends to be subtly powerful, and I feel like that’s going to matter here.

Constructed: 3.75
Casual: 4.25
Limited: N/A
Multiplayer: 3.25
Commander [EDH]: 4


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