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

Daily Since November 2001!

Kessig Wolf Run
Image from Wizards.com

Kessig Wolf Run

Reviewed October 10, 2011

Constructed: 3.90
Casual: 4.00
Limited: 4.00
Multiplayer: 3.40

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 of our 
Card of the Day Reviews 

David Fanany

Player since 1995

Kessig Wolf Run

I have a copy of Kessel from the old Star Wars game published by Decipher, but I never actually made a Kessel Run in-game because of the distributive model for their boosters, which involved letting you get a named character or place, or an object or quest associated with it, but not both. This card is so much more satisfactory it's not even funny. There's the scary-but-not-like-Creepy-Doll-which-I-had-to-put-into-the-box-backwards art, and the fact that it goes perfectly with Innistrad's werewolves, who like to do things without actually casting spells. Beyond that, X effects have a lot of support in older sets (Rosheen Meanderer, anyone), and it should be no problem finding ways to hand out the most damaging attacks this side of Dissidia 012 Final Fantasy.

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


Magic  The  Gathering  Card  of The Day: Kessig Wolf Run
Welcome back readers today’s card of the day is an interesting land requiring red and green mana. Kessig  wolf Run should be run( pun not intended) in any deck running  red and green, it provides the  potential for the last amount of damage in aggressive decks and can set up unfortunate trades for your opponent as well as just being awesome. Seriously if your deck wants to win through turning creatures sideways and you’re in red and green there is little to no reason not to run one or two of this card. If you run Primeval  Titan all the better as  it can make a great target for the land  fetch ability. In standard I don’t see this becoming a 4 of in every red green deck but one or two copies are sure to be played in the majority of decks that can use a decent mana sink. In extended and modern the same comments apply, aggressive decks will want to pack a copy or two of this. In legacy and vintage I don’t see this card making an impact, perhaps in some aggressive legacy decks but otherwise it is too slow and  mana intensive for such blisteringly fast formats. In casual and multiplayer this card is king it provides a sink for infinite mana combos, it also just allows you to play defense as people will be afraid of losing their best creatures and of course it is good on offense.  In limited this seems to be a bomb, repeatable pump effects are very powerful and this is no exception and it can operate off a red or green splash in a base deck of either color. Overall a power land that will see competitive and casual play.
Constructed:  3.5
Casual:  3.0
Limited:  4.0
Multiplayer:  3.5

Michael "Maikeruu" Pierno

Today's card of the day is Kessel Wolf Run which is a land that taps for one mana and can tap for X, Red, and Green to give a creature +X/+0 and Trample.  Being a repeatable instant speed source of Trample that is quite difficult to remove makes this a very useful card for a deck with larger creatures and both colors of mana available.  The small drawback of not producing colored mana shouldn't be an issue if Green's acceleration is used to search lands and that combines well with the X in the cost.  Overall an excellent addition to a Green/Red build and will definitely be seeing play in a variety of builds.
For Limited formats this is a decent if somewhat limiting first pick in Booster as it forces you into two colors from the start and is difficult to pick in later packs unless you already have both colors chosen.  Even with those concerns the reliable source of Trample and tapping for mana makes it worth using whenever possible and splashing the other color should be easy in Sealed.
Constructed: 4.0
Casual: 4.0
Limited: 4.0
Multiplayer: 4.0


   Welcome to a new week of awesome card of the dayb reviews here at Pojo.com! We kick this week off with Kessig Wolf Run from Inninstrad. Kessig Wolf Run is a land card that taps and adds generic mana to your mana pool. It also has the ability to pay X, red, and green; target creature get s +X/+0 until end of turn and gains trample.

     Kessig Wolf Run is one of my favorite lands because I am a huge user of red/green. And the fact that green has such great mana ramp just means that even a mono-green deck could effectively run this card just by splashing in some ways of making red mana. And Werewolf decks could definitely benefit from their land being exploited.

     I love how in Innistrad, each major faction gained a card that aides them in some way. And whats better than a big werewolf? A huge werewolf with trample!

   In vintage, using this card with someone like Feral Animist can get quite crazy. I think that it also easily finds a home in any decent dragon deck, since most people running dragons prefer using red and green for the mana resources available there.

    Such a resourceful card, so easily exploited, and the potential to be so very lethal.
Limited: 4/5
Casual: 5/5
Constructed: 4/5
Multiplayer: 2/5

Copyrightę 1998-2011 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.