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Pojo's Magic The Gathering Card of the Day

Image from Wizards.com


Reviewed September 01, 2005

Constructed: 3.25
Casual: 3.25
Limited: 3.5

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


Like many of the best gold cards from the Invasion block, what makes Recoil so good is that you get TWO cool effects in a single card. Most of the time, you played Recoil to bounce a creature back to its owner's hand, not necessarily because you needed them to discard a card. However, it NEVER bothers you to see your opponent throw away a card. Best of all, if your opponent's hand is empty when you play Recoil, they will be forced to throw away the creature that your bounce with this spell, making Recoil as good as removal. This card was very powerful in Invasion block constructed (a format in which I qualified for Pro Tour New Orleans, I'm proud to say) and Recoil was also quite good in Invasion block limited. No block to date has made such good use of multi-colored cards as Invasion did. Of course, some people say that the upcoming Ravnica block will offer a lot of the same multi-colored opportunities as Invasion...


Paul Hagan


I've always been a fan of this card, and I don't really have a great reason. It can serve as removal for any card in play if you catch your opponent without a card in hand. However, even when that doesn't happen, I'm generally happy to remove any card from the board *and* have my opponent discard a card to boot. Recoil can often give you that little extra time you need to set up a win, and it doesn't hurt that you are damaging your opponent's hand in the process.

So where's the drawback? Well, you do have to be in blue and black to play Recoil, and then there is the issue of finding a slot for it. Though I can easily say it is a good card, finding space for it in a competitive deck is an entirely different matter. Oftentimes, Recoil doesn't make the cut not because it isn't good, but because other cards are better.

Constructed Rating: 3.0
Casual Rating: 3.0
Limited Rating: 3.5 (Any Removal = Good Removal)
Tim Stoltzfus Recoil

Recoil is exceedingly simple, elegant, and effective. Basically, it is what a good common should always be. The one drawback to Recoil is you aren’t usually anxious to cast it on your own permanents, yet you could do so given you have cards in hand less important than the one you are trying to save from an opponent’s targeted or mass removal. This is also an extremely strong card in limited play, usually allowing you to keep up the tempo advantage and also force your opponent to lose a valuable spell on turn four or five.

Constructed – 3
Casual – 3
Limited – 3.5



A decent bargain, Recoil takes 2 abilities with good synergy and puts them into one nice package. Catch your opponent with no cards in hand, and Recoil becomes a destruction spell. Works nicely in discard theme decks...splash a little Blue and you're all set. Fun times for casual, and a nice pick if you're going the colors in limited.

Constructed - 3
Casual - 3.5
Limited - 3
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