On turn two, you get a creature that most aggro
decks have a hard time punching through. You
also get a Llanowar Elves ability, except that
you can use it on your turn, then use it on your
opponent's next turn and still block with it.
Granted, every activation puts it further within
burn range, but by that time the extra mana
should have gotten you something powerful enough
Thursday - Wall
What is this, awesome constructed cards week?
This guy is a good mana accelerator that serves
as a blocker in the meanwhile, but OmniChord and
similar decks are where he truly shines, as he
essentially provides 2 mana for the Chord of
Calling (one from using his ability and one from
tapping him for convoke). That's his main
advantage these days over cards like Llanowar;
if you're not playing OmniChord or something
like it I would probably play Llanowar over
this, although it's highly dependent on the
deck. The same goes for casual.
In limited, he's a mana accelerator and serves
as a wall. Not a first pick, but a solid option.
- Wall of Roots
This is my favorite mana accelerator in the
game. Basically it slows down aggro decks and
gives u a mana boost each turn, including your
opponent's turn. This is often forgotten by
your opponents and u can pull off nice tricks
when your opponent thinks you are tapped out.
Even though it dies after 5 uses by that time
you should have your mana situation fixed. The
best thing about this thing is that the turn it
drops it can be used.
Wall of Roots
This has been a staple in Chord of Calling decks
because it provides two of the three green mana
in the Chord's mana cost while still being
costed appropriately for a three-color deck.
Walls are rarely even solid performers, much
less spectacular, but I think Wall of Roots can
be both in the right situation. Five toughness
is a huge barrier for aggro decks, and the mana
acceleration it provides can be devastating
(control decks hate the third-turn Giant
Solifuge). It's also one of the best walls in
the game for multiplayer play. In limited, you
probably want a creature that can attack, but
there's nothing inherently wrong with Wall of
Roots. It's not a first-pick-worthy timeshifted
card, but acceleration is acceleration (and
early Spectral Forces are early Spectral Forces)
in any format.
Wall of Roots
Constructed: There are so many early aggro decks
where this card just shuts them down for a few
turns unable to attack with their creatures
until they have soething else to remove it,
while at the same time offering a slight mana
boost to green decks all over. Hard not to
appreciate the simplicity of a wall that makes
mana giving you something extra no matter what
stage of the game you might find yourself in.
The high defense also means that it won’t be
picked off as easily as a Birds of Paradise or
Llanowar elf for the first few uses.
Casual/Multi: Earl Defense is nice even if it
can’t stay around and help fix mana problems all
the time, and will definitely signal to other
players at the table: look elsewhere. That
benefit only lasts for a few turns though, as
the nature of a multiplayer game will probably
cause it the Wall to hit the bin with one of
many wrath spells or go longer than the 5 mana
this card will provide.
Limited: Mana accel plus a large body is a great
way of stopping up the early game and save a few
points of life. Alongside enough other
acceleration it allows you to play with a bit
larger creatures than your opponent might be
playing. Loses some points for not actually
being able to win you the game on its own, thus
making it a terrible top deck when you need a
creature to race your opponent with.
MTG Rules Advisor
Wall of Roots:
This card has some niche uses. I don't recommend
it for every single green deck, but, there are
some decks out there that get very good use out
of this card. It is good in extended for Tooth
and Nail decks, and good in standard for
"Project X", and in combo decks in general (if
they run green).
Magic Noob in Canada since 2002
Wall of Roots
Put a -0/-1 counter on Wall of Roots: Add to
your mana pool. Play
this ability only once each turn.
A 0/5 body is a nice to slow down the life
drain. You also get up to
5 mana, usually 2 or 3 so it pays back mana
wise. Nice, simple and good.
Bird of Paradise is still better for mana
In casual, it gives you time and mana to do
whatever you're trying to do.
It's not as good in limited but will bait a
piece of removal or give
you time to play big creatures while protecting
life at the same time.
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