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Pojo's Magic The Gathering
Card of the Day

Guerrilla Tactics
Alliances - Uncommon

Pojo's Average Rating -
Constructed: 2.74 (7 Reviews)
Limited: 3.76 (7 Reviews)
Reviewed August 1, 2002

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

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Card of the Day Reviews 

Andrew Chapman

This Week's Card Selector

Guerilla Tactics is an early form of the Madness
mechanic that we have today.  Unfortunately, you can
only get the increased effect of it if your OPPONENT
makes you discard, so the strategy is lost there.  You
could easily combine it with yesterday's card,
Scandalmonger, for some fun.

In Limited, this is cheap, effective burn and is thus
played every chance you find it.

Constructed: 3
Limited: 5


Contest Winner

Guerilla Tactics has always been an intriguing card.  Never
strong enough to stand on its damage dealing capacity, the Tactics shines in
situations where your opponent causes you to discard cards.  Reliably, this
is only done in Type One these days.  I've seen players there metagame these
main deck versus Hymns, Wheels, Memory Jars, Mind Twist, and so forth. 
Maybe more of a sideboard card, at least the Tactics can always be played. 
In limited, of course, direct damage in important, all the more so because
Alice was such a slow block.  Five Color sees the Tactics in heavy burn
decks, but red is quite possibly the least played of the colors, and as
such, there are simply cards with more power available.

Constructed - 2.5
Limited - 3.5



Lets not beat around the bush. 2 mana for two damage
that can't be split (a la arc lightning) sucks. The
extra ability is interesting , it's too situational to
be that useful.

In constructed, I can only see this card as a
sideboard card, and a weak one at that. As you may as
well just use shock, firebolt or incinerate, it gets a

In limited, burn is always useful, even if it is
overcosted. Even though you'll likely never use its
ability, it get a 2



1R, Instant, Alliances Common
Guerrilla Tactics deals 2 damage to target creature or player.
If a spell or effect controlled by an opponent causes you to discard Guerrilla Tactics from your hand, reveal Guerrilla Tactics to all players, and it deals 4 damage to target creature or player.
I have always loved this card and I really wish it would be reprinted or at least modified into an even more broken form and released. First off it's burn and then against the old school discard decks it's double burn. This card would at least give red a little help today and we all know red needs all the instant burn it can get. This card was an always take in draft and I think it would still be today.

Judge Bill

One of the first cards that really punished discard. Its 2 damage for 1R was not bad in and of itself, but it really shined when your opponent made you discard it. It was then able to deal 4 damage for free. In the formats that is was and is legal, however, I would rather play Incinerate. For Incinerate, you get 3 damage, no questions asked. The occasional ability to do 4 damage didn't outweigh the need to make your opponent play a discard spell on you.
In limited, however, this is removal. Alice sealed decks typically ran about 12 creatures (because there weren't that many creatures in the format). Therefore, being able to take out one of your opponent's creatures gets a much higher value in that format than it would in a limited format today. And, in a pinch, you can always throw it at your opponent to finish them off.
Constructed: 2.2
Limited: 4.3



This card brings back memories.  There was something very special about getting Hymned turn 2, and then them picking two of these.  Hippies taking them were very nice as well.  Take 2 once, then burn the crap outta that silly hippie.  Old school players will like this card.

In limited, burn is burn.  It's cheap, effective, and always playable.

Constructed - 4
Limited - 4
Current Price - $.95


This was a card I was not really aware of before I looked it up fairly
recently.  What an odd little card!  I think it could be good, but a 2cc
that does only 2 damage is kind of crappy for burn.  That added ability
to do 4 for nothing when discarded reminds me of Basking Rootwalla, and
the madness ability for that matter, but since it only works when an
opponent makes you discard it, it can make it kind of useless.  Fun
sideboard for casual, and can make for an interesting, janky, and "What
the hell is THAT!?!" moment in extended or any format.  In constructed, a 2.

In limited, the standard equation remains:  Burn = Good.  This card is
no exception, and is not too bad a pick.  The only problem is that
Alliances had very little in the way of Discard, so it's marooned at a
2cc Burn spell for only 2 damage, with a fairly useless perk.  A 3 in

Copyright 2001


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