This is a pretty major boost to a creature.
Trample and lure seem a little conflicted,
unless your creature will be bigger than all
your opponent's creatures combined... Or has
deathtouch. Sorcery speed means this isn't a
combat trick. This is your hail-Mary pass at a
devastating strike. When it works, it'll take
out a decent chunk of your opponent's team and
let you run through as many other attackers as
you can find. But one kill spell can make that
idea backfire horribly.
As for the Miracle cost? The chance of
topdecking this and getting it for a mere G
means you can potentially get this off on turn
three or four if you've got a good target. That
won't wreck your opponent as hard, as he's
likely to have fewer creatures and more life,
but it will pretty much take out his entire
board plus some extra trample damage, without
even stopping you from playing another creature.
That said, you don't always want to Miracle this
thing out when you first see it. Not all board
states call for it, and you need to know when
it's best to just quietly draw it and wait for a
better time to cast it, six mana or not.
The interesting thing with miracle cards is that
a lot of them have a full cost that's still
pretty fair for what they do. Seriously -
consider that this card effectively reads
"During your next attack step, destroy all
creatures target opponent controls. Quite a few
times, deal about 3 damage to that player." Now,
imagine paying one mana for that effect
sometimes. That's a level of devastation
comparable to Berserk or Rancor or Might of Oaks
- sometimes literally, considering how much mana
you saved. Sure, you can't guarantee being able
to pay one mana for it in a green deck as often
as you would in a blue one, but the effect is so
powerful that it's worth that lack of certainty.
Today's card of the day is Revenge of the
Hunted which is a six mana or one mana Miracle
sorcery that gives target creature +6/+6,
Trample, and all creatures able to block it that
turn must do so. For the Miracle cost this is an
excellent card that can lead to surprise
victories with relatively little field presence.
The six mana cost otherwise is reasonable,
though not overly appealing even in an
Overall it may find a home in some aggressive
Green builds, or multicolor with effects like
Deathtouch, but probably won't be a mainstay in
For Limited this is something that can win games
more often than not and even without the Miracle
cost is quite playable and a serious threat.
An easy first pick in Booster and with only one
or two Green to cast it is solid in Sealed as
well. The format offers less to disrupt
the creature targeted or prevent everything from
blocking it, so it should clear the opponent's
field and have an alpha strike hit for maximum
Welcome to the
Pojo.com card of the day section. Today we are
looking at Revenge of the Hunted from Avacyn
Restored. Revenge of the Hunted is a rare green
sorcery that costs four generic and two green
mana. Revenge of the Hunted says that target
creature gets +6/+6 and gains trample, and all
creatures able to block it this turn do so.
Revenge of the Hunted also has a Miracle cost of
one green mana.
Revenge of the Hunted is such a fun card. I love
the cards that lock down the opponents blockers,
forcing everything to block one, and allowing
the rest of your forces to get in untouched.
Revenge of the Hunted gets it through even
better. Allowing you to possibly send in your
biggest creature since it then gains an amazing
pump of +6/+6, and then granting it trample to
boot, meaning that should you overwhelm the
blockers, it can assign some damage itself.
The best part is that should you Miracle it, it
only costs one green mana to cast, meaning that
you could cast a bunch of other pumps either on
the creature that you used the Revenge of the
Hunted on, or pump the creatures that are going
to hit home.