Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering Card of the Day

Image from Wizards.com

Skarrg, the Rage Pits

Reviewed February 23, 2006

Constructed: 3.3
Casual: 3.2
Limited: 3.46

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

Click here to see all our 
Card of the Day Reviews 

Jeff Zandi

5 Time Pro Tour

Skarrg, the Rage Pits

This card is quite good in limited, where red/green is extremely popular (even if most decks with red and green are usually splashing one of the
colors) and in constructed play where red/green aggro decks are enjoying a certain return to the front of the pack. Red/green decks may have last seen their prominence back in , you guessed it, the Invasion block era. Just one more way this current block mirrors the old Invasion block. This card is close to a win condition all in itself for limited decks that can use it effectively. In the all-Ravnica limited world, lots of decks were blocking lots of attackers with lots of 1/1 Saproling tokens. If you've been playing big creatures in all-Ravnica booster drafts and you're tired of getting chump-blocked by 1/1 token creatures, the Rage Pits are for you.



* Game Store Owner

Skargg, the Rage Pits

I like special lands when they can be tapped for mana. That at least makes the decision to play them and easy one. The next thing I look at is the mana investment to use the ability of the land. This one just takes two mana and requires a tap. Givign some a creature the ability to get +1/+1 is nice. But giving the ability to trample is even nicer. Red/Green decks should enjoy this card.

Constructed: 3
Casual: 2
Limited: 3.5

Jordan Kronick

Skarrg, the Rage Pits - In my opinion, this is the best of the three uncommon guild lands from Guildpact. It has the cheapeast of the three abilities and one of the most synergistic with the guild. Gruul decks are full of huge monsters, but a lot of them don't have trample. You can't always expect to have a War-Plow in play, either. Trample is especially important for Gruul as it allows you to get damage through to your opponent so you can cast more Bloodthirst creatures. The cheap activation cost on this land also means that you won't have to stretch to use both it and a cheap Bloodthirster in the same turn. I don't see much reason why any red/green deck in Standard wouldn't run this.

Constructed Rating - 3.7
Casual Rating - 3.3
Limited Rating - 3.7


Skarrg, the Rage Pits
I like Skarrg. It costs a LOT less to activate than most of the other guild land enhancement cards, yet has a very useful ability. And Red/Green is definitely gifted in a way that can take advantage of this ability. A definite draft consideration if you're in G/R.
Constructed - 2.5
Casual - 3
Limited - 3


Skarrg, The Rage Pits- In Ravnica block, there are currently four ways to give a creature Trample: Fists of Ironwood, Gruul War Plow, Wildsize, and this card. I'd call this card the second best, if not the best. There are a lot of creatures in Ravnica, and even more in Standard, that make you say, "if only it had trample". Well, all those creatures just got a little more playable. And that's not even counting the +1/+1. Or the fact that it's an instant-speed trick. Or the fact that it's essentially uncounterable.

Copyrightę 1998-2005 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.