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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Image from Wizards.com

Crusher Zendikon

Reviewed January 28, 2010

Constructed: xx
Casual: 2.75
Limited: 3.67
Multiplayer: 2.40

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
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Crusher Zendikon

Turn a land into a 4/2 beater for three mana? Well, if you want to attack with your land that turn, you have to leave that land up, so really it's four mana, plus you have to "pay one mana" each turn to keep attacking with it. Still, you can play it off of three lands and attack next turn, so it's better than Lightning Elemental. And you get the land back in hand when it dies (which it will), so it's decent in landfall decks. I wonder if Boros Bushwhacker would want it for their Steppe Lynxes and Geopedes?

Constructed- 2.75
Casual- 2.75
Limited- 3
Multiplayer- 2.75

David Fanany

Player since 1995

Crusher Zendikon

I quite like all the Zendikon creatures that we've seen so far. Even if he requires some fancy play to attack on turn three, the Crusher compares very well to "real" creatures. Unlike the Genjus of old, you get the land back but not the enchantment, but I think sometimes it can actually be more important to have the land.

Constructed: 3/5
Casual: 3/5
Limited: 4/5
Multiplayer: 2/5

Michael "Maikeruu" Pierno

Today's preview card is Crusher Zendikon which is Red's component of a cycle which included previously reviewed Wind Zendikon. Looking at the two Blue clearly got the better deal as a 2/2 with Flying for one mana is far more useful in most situations than a 4/2 with Trample. The low defense is a major issue as it does not take much to derail the Crusher's attacks and without any form of evasion it is unlikely this card will get more than one hit in. The three mana cost is a bit high as well when compared to Wind's bargain of one, but Crusher can add a bit of a threat as a defensive wall. The main use is to force an opponent to block, so you will probably get a one for one exchange from this which is Red's style in a nutshell.

For Constructed, Casual, and Multiplayer Red has many options of trample on a high offense with low defense creature, but those tend to leave play at the end of turn and probably won't be blocked by a creature that will be destroyed by the effort. Crusher has to be dealt with eventually and four damage will usually send a defender to the graveyard. Good to force a trade, but be sure to target a land that wasn't played in the same turn to avoid summoning sickness.

With Limited this is worth running if going for a Red removal style of play as it should eat removal or take out a defending creature. An easy choice to include for a Sealed build especially with any Landfall present, but after direct removal for choices in Booster. A 4/2 that basically has Haste is quite playable, but if you run several of these commons be sure to have enough burn or stable creatures to maintain an offense beyond the first few turns. When balancing your deck for creature to spell ratio this should not be counted as a full creature as it will rarely survive long on the battlefield during the midgame.

Constructed: 2.5
Casual: 2.5
Limited: 4.0
Multiplayer: 2.5

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