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Pojo's Magic The Gathering
Card of the Day

Coat of Arms
(7th Edition & Exodus)

5, Artifact

Each creature gets +1/+1 for each other creature in play that shares a creature type with it. (For example, if there are three Goblins in play, each gets +2/+2.)

Pojo's Average Rating -
Constructed: 2.90
Limited: 2.33
Reviewed Dec. 25, 2001

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.



Constructed: 3.9
Limited : 1.4
Retail sales: 4.5     = )

In constructed this card can be huge.  It is great for everything from elf decks to goblin decks.  I have even seen some variants of slivers do well with this card.  It's also fairly well costed for what it does.

In limited the card still has potential.  However, it doesn't ever truly work out.  It's hard to draft (or get luvky to open) enough creatures of one creature type to take full advantage of this cards abilities.

This card is great for both competitive players and casual players.  The card always holds its value and trades well.


This card has FUN written all over it. Usually it works in decks that are centered around abusing it, elf decks or saproling decks. In limited it has to be a card you then draft around, but it would still most likely not make it.

Constructed - 2.5
Limited - 2


constructed **
limited *

A fun rare designed for casual play. Theme decks (Goblins, Merfolk, Zombies, ect.) have always been around since the beginning of magic. However the downfall of these decks is that by commiting to playing with strictly these types of creatures, you usually end up playing with sub-par creatures.


Coat of Arms is what many, including myself, have dexcribed as a "kiddie" card. Who else besides kids would play a theme deck that could use it?

Right? Wrong! Since it's rebirth in 7th editions, Coat has been tinkered with by many players to see what kind of deck it goes in to. The truth known, Coat's effect can be absolutely devastating in the right deck.

Taking an Army of 1/1 Elves and transforming them into 10/10 elves can be something that really can put a damper on your opponent's day in a hurry. The problem is its 5 casting cost, which cna sometimes be a little steep.

Overall, though, the card is worthy of looking at in tournament play, especially with elves, which make 5 casting cost look like about 2.

In limited, it's just not very good. Maybe in draft if you get lucky, but outside of that, it's kind of a crap shoot.

New Constructed: 3.5
Old Constructed: 3.0
Constructed Potential: 4.0
Overall Constructed: 3.5

Limited: 2.0


Limited: **^ (2 1/2 Stars)
Constructed: **** (4 Stars)

Coat of Arms is one of those cards that is great in one format and totally sucks in the other. In Limited, you will usually not have enough creatures of the same type to make it worth the pick (unless you're rare drafting). In Constructed, it turns all of those 1/1 elves into giant beatin' sticks. The same also applies to Saprolings. The only problem with Coat of Arms is that it's almost a requirement to build the deck around it to make it worth running it.


Well, Coat of Arms is a decent card, but is just no good in the type II format of today. There is no decent theme deck that he fits into at the moment, and unfortunately cost to much in this speed-or-control format. In extended, this card has one deck that it fits into perfectly - Elfball. This card makes Elfball that much more brutal. So, because of its extended play value, I give it a 3. Otherwise, for just plain old Type II, it's simply a 2, because it doesn't fit anywhere.

In draft, it's kind of an aloof card. It can and can not help you, because your opponent can benefit from it, as well as you. In draft, it can go at any time, simply because it depends on how someone drafts when it comes to creatures. In sealed, it has potential, but will most likely not make a lot of sealed decks.

Thank you, and have a very merry Christmas.


Coat of Arms. The ultimate Timmy, Power Gamer card that made it to the big time. I remember drafting this card - not for it's value in the draft, but rather for it's value afterwards. You could get twice the cash price in cards for this innocuous artifact simply because it always seems so hard to find. Why is it so hard to find? Hoarding, plain and simple. There's some dude out there who only plays at Denny's on Tuesday nights with his buddies, and he's got 14 decks labeled very correctly in his box of cards, and all of them are minimum 80 cards with 4 Coat of Arms to match the 40 Merfolk or 40 Homarids or whatever he's got in there, and he wouldn't think of parting with them. More power to him, for enjoying Magic more than anyone else I know.

Constructed Ranking: 3
Limited Ranking: 5
Fun Factor: 7 (out of 5)

John B

5 mana and a card is a high price to pay for a card that often helps your opponent more than you'd like. The only truly good use I've seen of Coat of Arms is in older elf decks, where the hand can be emptied by placing numerous little elves and then easily have the mana for Coat of Arms long before your opponent will have enough creatures to make good use of it, even if they are all the same creature type. Even there, though, Overrun is probably better. Oh, yeah, Merry Christmas and stuff.

Rating - 2






Copyright 2001 Pojo.com

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