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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Falkenrath Marauders
Image from Wizards.com

Falkenrath Marauders

Reviewed September 29, 2011

Constructed: 3.00
Casual: 3.75
Limited: 3.80
Multiplayer: 3.80

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 


Falkenrath Marauders

Here's a gutsy play. A 2/2 with flying and haste for... five mana? You're getting into Dragon mana there! What makes this thing worth that kind of mana? The promise of it connecting on the first turn and getting two +1/+1 counters, thereby becoming a 4/4 flyer with which to swing next turn. And a 6/6 flyer if it connects after that-- maybe Falkenrath Marauders is worth Dragon mana after all? Well, if and only if it connects with your opponent's blood supply shortly after hitting play. Are we expected to believe that your opponent won't be able to block a 2/2 flyer on turn five? This card seems to think quite highly of its ability to make it to 4/4, especially now that Shock is back to being the poster child for one mana burn. As is fitting for a bloodthirsy beast, this card is feast or famine. If it connects, it's a great card, and gets greater alongside proliferate effects like Volt Charge or anything that can get it through unblocked, such as Panic Spellbomb or Spirit Mantle. But if you can't punch through with a 2/2, you'll wish you hadn't bothered running this thing.

Constructed- 3
Casual- 3
Limited- 3.5
Multiplayer- 4

David Fanany

Player since 1995

Falkenrath Marauders

Remember Demigod of Revenge? Remember how he used to come out of nowhere and blindside people? Falkenrath Marauders superficially looks even better, because it can go in two-color decks and it can have power greater than five. I wouldn't say it's always better, but I wouldn't be surprised to see it doing very similar things to what Shadowmoor's angriest deity was famous for. Heck, even being an expensive threat in new-age Standard vampire decks isn't nothing.

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


Welcome back readers today’s card of the day is a hasty vampire. This is no Demigod of Revenge but it is a solid creature. Five mana for a 2/2 flying  haste creature  is a little bit on the expensive side but our vampire then jumps to a 4/4 body and gets progressively bigger providing it lives. In standard dies to removal is a poor argument for creatures but this fails both the  Dismember and the Shock test making  it a really poor choice for an aggressive creature. If it had a slightly higher base toughness or a cheaper mana cost I could see playing it, as is I think there are better choices after all for one more  mana you get  Inferno Titan. In extended and modern this card is also quite poor Demigod of Revenge and even Deus of Calamity provide all in red  with efficient beaters and this is still too fragile to compete with most commonly played aggressive creatures. In legacy and vintage no chance at all. In casual and multiplayer with just a few swings this guy can own the skies and combined  with proliferate and other token shenanigans this is a solid flying creature that promotes aggressive deck building as well as vampire tribal which is quite a popular and  powerful tribe.  In limited it’s a  minor bomb but still a bomb nonetheless an easy early pick and a  quality aggressive creature. Overall an aggressive but casual vampire that has little impact on constructed.
Constructed: 2.0
Casual: 2.5
Limited: 3.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Falkenrath Marauders which is a five mana 2/2 with Flying, Haste, and will gain two +1/+1 counters whenever it deals damage to an opponent.  Having both evasion and Haste is what makes this vampire playable as the base 2/2 it starts with is far too vulnerable to removal or being blocked for the cost.  If it has a clear field and the opponent doesn't have an immediate response it will be a 4/4 the turn it enters play which is more reasonable.  Dealing with blockers should be relatively easy for Red and the large supply of burn associated with the color, but even then Falkenrath Marauders is a bit weak compared to Red's dragons and has a similar cost.  Overall a reasonable option for a Red vampire deck, though other options exist that are more stable.
In Limited creatures with Flying can often determine a game and removal is less prevalent which combined with the increase in stats it offers makes it quite decent.  Adding in Haste makes this a very good first pick in Booster and may potentially be one of the strongest cards in a Sealed pool.  Any vampire support and removal are of course key to draft alongside this, but even by itself it is a major concern for nearly any opponent.
Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


      Welcome to another great card of the day here at Pojo.com. This week we have been looking at the new set Innistrad. Today’s Innistrad card is Falkenrath Marauders. Falkenrath Marauders is a rare red vampire that costs two red and three generic mana. Falkenrath Marauders is a 2/2 flying, haste. It has the ability that whenever it deals combat damage to a player, put TWO +1/+1 counters on it.

     That is correct, you read it right, TWO +1/+1 counters for hitting a player. Unlike his companions that gain only one +1/+1 counter. So it becomes imperative that he hit’s a player, and the more the better. So what ways are there to exploit this? Well, if we run red/white, protection allows him to get by any fliers that are the color we choose. Of course getting him trample could help, if there is only a small 1/1 blocking. But the first hit should just be well timed if possible. If your opponent has a flier, wait for it to attack, then play this on your turn. Or if they have no fliers, it is an easy decision to just swing asap.

    The thing that I love most about once this guy gets through though is the potential. Giving him double strike in essence means he will deal combat damage twice, and that’s where this guy gets truly crazy. After the first hit, he gets two +1/+1 counters, then deals the second instance of damage, gaining two more +1/+1 counters. So he goes from a 2/2 to a 6/6 after just one hit! Then imagine the fun next attack if they cannot get a blocker out, or figure out some other way to stop this guy. The math says that it would be six damage, followed by eight damage, and you’d have a 10/10. I don’t know about the rest of you, but I like that idea! And what else would I do with a 10/10 that has already hit for 20, well if the game is still going on, I Fling him! Thirty damage over the course of just two turns. Now that is a good card. And in multiplayer, so long as no one can stop him, it could be game over soon.

     Giving him life link could definitely be fun as well for multiplayer. But for casual or even Modern, what is the best thing to do with a guy like this? Why Dust Corona of course! Dust Corona gives him +2/+0, and says he cannot be blocked by creatures with flying. Since he has flying, what is there that CAN block him? NOTHING! Well, except for Nature Shields It’s Own, but that is an Archenemy card. Simply put, Dust Corona guarantees that Falkenrath Marauders will be unblocked, and that means the game is yours to control.
Limited: 4/5
Constructed: 4/5
Casual: 5/5
Multiplayer: 5/5

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