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Pojo's Magic The Gathering Card of the Day

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Planar Chaos

Reviewed March 6, 2007

Constructed: 2.28
Casual: 2.71
Limited: 3.64

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 



There's a reason Man-o'-War was so powerful-- a bounce effect plus a creature is a powerful tempo advantage. You can play this basically just like you would an Unsummon, as a spell that might also block a creature, with no intent to pay the echo because without that blocker, your opponent will be dead. Or in the later game, you get to bounce a creature this turn and (if you choose) get to keep the 2/2. Versatility, folks, and either way is a boon to a Red tempo based deck.

Constructed- 3
Casual- 3
Limited- 3.5

Lincoln Waterhouse


Constructed: This could be a future utility card in a speed red deck. Don't forget it is a goblin. For a mere 2 mana, you can bounce a creature. Delaying a field of blockers can be all you need to speed out a win in a fast red deck. Later in the game it is still an attacker (if you need it). However, the power is in the bounce. Does boomerang see play...yes...so will this.

Casual: Kind of fun. No real comment here. Average. Not a lot of flavor.

Limited: This is a great card for limited. A creature you can keep early. A bouncer for the big guys. With all the time counter creatures out there, this could come in handy when the Greater Gargadon finally comes into play. A high pick in my mind.

Constructed: 3
Casual: 2
Limited: 4

-David N

Tuesday - Stingscourger

Man-o'-War remade in red for one less with echo. Man-o'-War got a lot of play back in the day. Great for blue which had little removal. In red there is much better removal instead of the temporary bounce. Man-o'-War was much better because it wasn't limited to just opponent's creatures. You could bounce your own creatures with come into play abilities. This might get a lot of play in Thick-Skinned Goblin decks. 2/2 with bounce and no echo is awesome.

Constructed: 3
Casual: 2
Limited: 4
David Fanany Stingscourger

Stingscourger seems to have sort of an identity crisis. On the one hand, it's an efficient 2/2 creature for two mana with a tempo-friendly comes-into-play ability. On the other hand, it has an echo cost fully double its converted mana cost, meaning it's unlikely to stick around long in an aggressive deck. However, anything which gives red an out against Blazing Archon in reanimator-heavy metagames is worth looking at. It also temporarily clears high-toughness walls without incurring card disadvantage, which red usually has problems with. It certainly shines in Limited, where games often go long enough to pay its echo and where its bounce ability plays havoc with combat math. Casual players will probably stick with Man-o'-War.

Constructed: 2/5
Limited: 4/5
Casual: 2/5
LennonMarx Tuesday, March 6th: Stingscourger

The red Man-o-War, sort of. The 2/2 body for 2 is nice, if only it didn't have that nasty echo of 3R. Alas it does, and that takes its ratings down quite a bit.

No way. Red decks have far better 2 drops, like Blood Knight, and that doesn't even see play. This is just to outclassed. If red needs bounce, it would go to Dead//Gone before this. Or just splash blue.

Pretty borring here as well. Outside of a Thick-Skinned Goblin deck, its just a 2 mana sorcery speed unsummon in red, or an overcosted 2/2 body.
Interesting, but outclassed when looked at in regards to what else could be played. Just stick to the origional Man-o-War here.

Finally, somewhere that this card is good. Stingscourger is arguable the best common for limited in PC (if not the best, its second only to Shaper Parasite). Not a first pick unless the pack is extreemly weak, but there is no common you should be taking over it if you are even remotely red. Picking one up beyond 3rd pick or so should be rare. It falls under that catigory of any removal is good removal, and sence it sticks around for atleast another turn, there is the potential for a 2 for 1. Granted, it isn't permanent removal, but it does buy time and tempo and can let you push through the extra damage needed for the win.
PsychoAnime Let's say this is brought out on turn 2. It's a 2 mana sorcery speed bounce
spell that will probably stall you a turn of damage, which is actually ok for
slowing down aggro, except that the bounced creature will comeback pretty
quickly and the bounce would therefore be ineffective.

Let's say this is brought out on a later turn. For an extra 4 mana, you get a
2/2 Goblin. That's pretty bad. You could bounce it back to your hand for
another use of this, but I'm pretty sure that bounce spell can be used to do
something much better.

Red's gotten another bounce spell too called Dead//Gone. I don't see why
anyone would play this over it because Dead//Gone is more versatile and
instant speed bounce offers more shenanigans than sorcery speed can ever
hoep for.

Constructed: 1.5/5, it's never going to be used.
Casual: 1.5/5, no fun, and Dead//Gone is just funner.
Limited: 2/5, it could buy a turn by bouncing a bomb
Arcane Reviews by Arcane


Red takes its idea of short term solutions for short term gains to the next level in Planar Chaos with its new flavor of creature bouncing; and its classic counterpart Man-o-war was always popular with blue back in visions.

Constructed: Echo creatures have to have amazing abilities to make them worthwhile in constructed formats where you want to get the most out of all your effects. Cards like Avalanche Riders see play because not only does it take out a land, but can also swing for two, all before your next upkeep. Stingscourger just doesn’t have the same appeal in my books for constructed, only removing a creature for a turn, which means that most likely it’ll be right back next turn. Is the slight tempo advantage worth it? Aggro decks like Boros may think so as it gives them another swing out of their low power creature and lowering the amount of damage their burn has to do in the late game. Bounce always had a better place in blue for constructed though as they could counter the creature on the way back down, an ability red lacks on its own, eliminating some of the power of the ability.

Casual/Multi: Tempo is harder to judge in casual, usually only really advantageous if you can take out another player. I myself am not a fan of echo in multi myself as it keeps your mana tied down the turn after. I could definitely see a casual deck that abuses the ability of Thick-Skinned Goblin to eliminate the echo cost or Cloudstone Curio to allow you to keep alternating between two Stingscourgers and bounce all your opponents’ creatures.

Limited: Red is a strong color in Time Spiral block limited and it comes on the back of good cards like this. It gives you a utility ability with a body tacked onto it. Not as effective in the early game, unless you have some cheap creatures you want to get in with really early like Keldon Marauders or Lavacore Elemental (on a side note bouncing your own Marauders will net you two more points of damage, one when the Marauders leave play and one when they come back down). Also allowing to clear out your opponents biggest fatty or wall to help you alpha strike or get in for that last point of damage is a nice plus as well.

Constructed: 2/5
Casual: 2/5
Limited: 3.5/5

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