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Reviewed April  07, 2004

Constructed: 3.25
Casual: 2.67
Limited: 3.3

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

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* game store owner (The Game Closet - Waco,TX)

* pro tour player

* Scrye writer since 2002

This guy was ridiculous.  It was truly too good for what it was.  In certain decks, Palinchron can generate enough mana to be it's own combo.  Anything with Tolarian Academy like this card.  The Enchantress decks have a few ways of abusing this one.  The list goes one. 
As far as general creature abilities, Palinchron ain't no slouch either.  It's a 4/5 creature with flying.  That's not something you want to stare down every turn.  It's even scarier when you realize that it can be returned to the owner's hand.
Constructed: 4
Casual: 2.5
Limited: 4.5

Jeff Zand

5 Time Pro Tour

Level 2 Judge

For a very brief time in Magic History, Palinchron was the king of the skies. Mono blue control and blue/white control was big at the time, and why not, with Palinchron and other cards from the same block featuring the mechanic of untapping lands when they come into play. Assuming the Palinchron got into play, you were guaranteed of having the untapped land available to activate Palinchron's special ability to return the giant flyer to your hand. Now days it would be all about STEP ONE Play Palinchron, STEP TWO when Palinchron comes into play, put untapping of land onto the stack, STEP THREE opponent blows up Palinchron with Terror or something before land gets untapped. The big tech when this guy was legal was making sure the Palinchron player announced with lands were getting untapped when he played the creature. Lesser wizards would play the Palinchron, then ask to untap some lands after the spell resolved, causing Quality Magic Players to remind them that the untap ability is not manditory, and they may have passed on their chance to untap lands. Rules cheese...those were the days! (not really, I hate rules cheese)


 Van Zandt


Fat, flies, self protects, and doesn't tap you out (kinda). Is also very expensive, so has only really seen much use in combo decks. In limited, a fatty flier is a fatty flier. He'll win games.
Constructed 2.5
Casual 3.5
Limited 3.5

Ray "Monk"
* Level 3 DCI Judge
*DCI Tournament Organizer
*Game Store Owner (Gamer's Edge)



Ah the “Palin” part of the deck PalinFlare.  Palinchron is one of those cards I always felt was completely incorrect to make due to it breaking a fundamental deck archetype rule. Believe it or not, this isn’t really attacking the “free spell” concept, which PalinFlare did a perfectly good job of attacking for me. No, my problem with a free beat stick like Palinchron was that it gave the mono blue control player a way to lay a threat without having to tap out to do so. The greatest weakness of mono blue control has always been that one turn of weakness where it has to tap mana to lay a threat, giving its opponent a chance to respond and hopefully kill them. Palinchron removed that moment of weakness.


Constructed:                 3

Casual:                         1

Limited:                        3


* Level 1 DCI Judge

*game store employee

* gaming for over 15 years


Okay on first look at Palinchron you should not that for seven mana you get a big honkin flier. A creature that flys and has a 4/5 for its size is fairly strong in its own right. Now you get to add in his second ability of being able to return it to hand for four mana and hes really getting good. Finally you add in that he untaps up to seven lands when he comes into play and now we are reaching levels of broken cards of magic. Imagine if you will have seven lands that make a total of twelve mana when you cast Palinchron. That means that when you have cast Palinchron with those land you have made a gain of one extra mana after you bounce the Palinchron back to you hand. So you cast him and bounce him multiple time then cast a burn spell or something of the like that uses X in the mana cost to kill your opponent. It lots of fun in casual and one of my favorite cards.

Constructed 3
Casual 3.5
Limited 3.5


2 Grand Prix Top 8's

Multiple Pro Tour appearances



He started out as a kill-mechanism in a few control decks, but eventually turned into one of the vital components in a number of combo decks, such as High Tide and other infinite-mana loops.  This is probably the second-best example of the free-mana mechanic gone terribly awry, with Time Spiral being the only card to surpass it.


He’s a pretty solid guy, though he doesn’t have enough of a substantial effect to really have a place in group games or anything else of the sort.  He’s just another guy, basically.  Mental Magic, since you can’t really cast him again if you bounce him, there really aren’t a substantial number of UU5’s that you can get a hold of.


He’s on the top of your curve in draft, but that’s a pretty stout top of your curve.  You aren’t killing this guy if you are allowed to untap with him in play, and a 4/5 flier will end a game pretty quickly.  Pick him happy and early.


Constructed:  3.0

Casual:  2.0

Limited:  3.0


Copyright 2001


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