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

Stirring Wildwood
Image from Wizards.com

Stirring Wildwood

Reviewed March 12, 2010

Constructed: 3.25
Casual: 3.33
Limited: 3.50
Multiplayer: 3.00

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
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Stirring Wildwood

I'm not sure what to think about Stirring Wildwood. All the other four manlands from Worldwake (not counting Dread Statuary) have an ability that functions while attacking (unblockable, +X/+0, vigilance, gaining a +1/+1 counter). Wildwood here has an ability that sounds like it wants to be used to block-- reach. And toughness higher than power, but that hardly matters except in combat, since the land reverts back at the end of each turn. Which raises another question-- usually the best part of a manland is that it is effectively immune to sorcery-speed removal since it attacks on your turn and then stops being a creature. But if you use it to block, your opponent will be able to kill it with a sorcery. So why does this land have reach?

Constructed- 2
Casual- 2.5
Limited- 2.5
Multiplayer- 2.5

David Fanany

Player since 1995

Stirring Wildwood

There are so many things to like about Stirring Wildwood and the other cards in its cycle. Lands that turn into creatures are one of Magic's most enduring mechanics - I think we like imagining Gaea rising up and taking her revenge on people she doesn't like. Where Tenth Edition's creature lands were extremely powerful early attackers, Worldwake's provide a different dimension of late-game power. And they even have great art.

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

Michael "Maikeruu" Pierno

Today's card of the day is Stirring Wildwood which as a creature is a
3/4 with Reach for three mana. The price is reasonable and the toughness keeps it out of the range of Lightning Bolt and several other common removal options, but having Reach instead of an offensive ability really limits the usefulness. Compare this to Celestial Colonnade which costs two more to activate, but becomes a 4/4 with Flying and Vigilance. (Which as a note, Vigilance on an attacking land is quite nice.)

In Constructed, Casual, and Multiplayer this can be a good addition for a low-cost activation creature land, but is mainly geared towards defense against Flying and excels in little else. Playable in a White/Green deck that needs a little extra support and can afford the tap when it comes into play penalty, but can be used in an offensive swing to potentially force a block from a 3/3 or weaker creature.

For Limited this is a bit better off compared to the other formats with the choices available and Green/White being a fairly strong combination. While a potential first pick in Booster, it does set your colors fairly early and drafting into them can be a bit difficult depending on your table and the packs. For Sealed if Green/White offers a good pool there is no reason not to play this as both a source of mana and potential blocker at the very least.

Constructed: 3.5
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

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