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Card of the Day

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Rude Awakening 

Reviewed August 16, 2004

Constructed: 3.10
Casual: 3.30
Limited: 2.70

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 

Jeff Zandi

5 Time Pro Tour

Rude Awakening
This card is good in limited and somewhat interesting in constructed, but letís all try to agree on one thing: this card is ONLY good if you can play it with Entwine. Five mana is too much to pay to untap your lands (most of the time, I can imagine this working pretty good with Urzaís lands or
Cloudpost) and it doesnít make much sense to tap five lands in order to make only your remaining lands into creatures. The idea is to win NOW, the turn that you play this card, and that means you GOTTA be able to play it with Entwine.

In limited, I would have to say that this card is so good it MIGHT be splashable, even though you have to keep in mind that you will need TWO green sources to play this card with Entwine.



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

Monday - Rude Awakening

I'm not sold on this card yet. However, it is definitely getting played these days in Mirrodin Block constructed. It's a pretty good casual player card. And honestly, combo decks that can generate a lot of mana can take advantage of this card as well. It's playable, but I'm not totally sold on it.

Constructed: 2.5
Casual: 3
Limited: 2
Rude Awakening --

When I first saw this card, I knew it had to be worth *something* just based on the grounds that it untaps all of your lands. I ignored the fact that it turned lands into dudes just because, well, almost all of those cards are bad. However, the other week, I got to see this card in action as part of a Block deck, and I have to say, it really is good! Considering the amount of land search available in both Block and Type II right now, eight mana isn't really too much to pay to swing for the win. In fact, if you can stall long enough, you can turn a completely horrible game into a win just because your opponent wasn't prepared. I won't call this card stellar, but it's a'ight.

In limited, I'm not so sure I would play this card. You have to sink in five mana and you need to have more for it to really be effective. If you reach eight mana, of course, it becomes somewhat irrelevant, but eight is quite a large number.

Constructed Rating: 2.5
Casual Rating: 3.0
Limited Rating: 1.5

 Van Zandt

 This card has some minor uses un-entwined, and otherwise seems to sport several of the attributes one would associate with "bad"... expensive, sorcery, no permanent or recursive effect... you can't even block with the
animate lands. But it does have its positive side, and a big enough one
that it has been seeing play in decks and sideboards already; that being that in general, if the game goes long enough and this spell resolves, it often wins the game outright. "Oops, I just added 16+ power worth of attacking creatures to my side... and they can all attack immediately... and it's spread out so it's probably not so easy to block..." Effectively a 1-card combo kill in the late game.

constructed 3
casual 2.5
limited 3.5

Secret Squirrel on the

Rude Awakening
This card is one of the win conditions in the Type 2 anti-anti affinity deck, Pristine Green.  The deck boats Pristine Angel, Eternal Witness, Duplicant and this card, plus some counters/artifact hate (determined by your metagame).  Its a fairly slow deck in comparison to standard affinity, and it is 3 colors, but it keeps up with most other decks thanks to the very useful Wayfarers Bauble.  Angel is usually the win condition, as it cant be targetted (well it shouldnt because you can just untap it in response), but Rude Awakening can easily win you the game, as you should have more lands than the opponent.  In addition Rude Awakening is also an answer if Angel becomes removed from play or you dont have one for some reason, making it an all around good card.  Obviously without too many lands Rude Awakening isnt very good, and can really only be a win condition if you are focusing on getting many lands into play. 
In limited, its hard to get enough lands in play to make this worth the mana investment.  Besides, by the time you get at least 8 mana, the game should already be sealed in limited.
In casual, this thing is a beast.  With entwine, youve got at least 8 2/2 creatures that can smack your opponents face.  Once again, cards such as Wayfarers Bauble and Solemn Simulacrum will definitely come in handy.
Constructed: 4
Casual: 4
Limited: 2.5

Copyright 2001


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