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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Forced Adaptation
Image from Wizards.com

 Forced Adaption
- Gatecrash

Reviewed March 5, 2013

Constructed: 2.50
Casual: 3.25
Limited: 3.40
Multiplayer: 2.25

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 


Forced Adaptation

Most players will tell you that Auras are a good way to incur card disadvantage, and they need to have a major effect on the game immediately to be worth suiting up your creatures. Others will tell you that there's just no experience like that of turning your long-overshadowed 2/2 and turning it into a real threat out of nowhere. Forced Adaptation is somewhere in between. It doesn't do anything right away, so it's just asking for its target to eat a kill spell before it can do anything impressive. But at only one mana, and with an ability that keeps getting better as turns go by, that's kind of the point. On turn one you can drop an Ornithopter and put this on it, and be swinging with a 1/3 flyer on turn two... and a 5/7 flyer on turn six. By the time your opponent has the mana to cast his Dragons and Angels, the Ornithopter will have grown large enough to compete with them.

Sadly, Ornithopter isn't Standard-legal. But the idea still works with just about any one-drop with a decent combat-based ability. Put this on it, and it'll scale up to match the big threats in time. With enough time, it'll also outgrow your opponent's ability to kill it with toughness-based removal-- if he's got a Searing Spear, he'd better use it now or he'll lose the chance. This means your opponent can't hold back removal as well as he'd like to, and if you Forced Adaptation an otherwise-unthreatening creature like a Spirit token he won't be able to get good value out of his kill spell (and won't have one left when you drop your good creature).

Constructed- 2
Casual- 3
Limited- 3.5
Multiplayer- 2

David Fanany

Player since 1995

Forced Adaptation

I have to admit that, even to my long-serving and well-versed-in-strategy reviewer's eye, this card is not as exciting as a lot of recent auras. Still, it passes an occasionally important test: giving you an advantage that grows over time and remains if it's removed (provided it survived to the first upkeep). And of course, you can also use it as a combo - Vigean Hydropon is sometimes fun to play around with, and it lets Simic Manipulator steal 1/1 creatures every turn until time stops.

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

Michael "Maikeruu" Pierno

Today's card of the day is Forced Adaptation which is a one mana Green aura that adds a +1/+1 counter to the creature at the beginning of your upkeep.  Like most auras it suffers from the risk of a two for one and it has the added drawback of minimal benefit until a few upkeeps have passed.  Paired with effects like Hexproof, evasion, Trample, or cards that work with +1/+1 counters this has quite a bit of potential for a one mana card.  It can be a nice addition to theme decks and will likely be popular in Casual for a while, though it is a little too slow for more competitive formats.
In Limited this is effective with Trample Hexproof targets and a serious threat when combined with stronger forms of evasion.  As a one mana common it can easily be included in most Sealed builds using Green, though it is unlikely to enter play until the third turn or later, and is rarely a good topdeck due to the wait.  Simic also has multiple cards that can take advantage of an added source of counters which increases the value for that guild and after drafting Green/Blue in Booster.
Constructed: 2.0
Casual: 3.0
Limited: 3.0
Multiplayer: 2.0


Welcome back to a week of green reviews here at Pojo.com! We continue by looking at Forced Adaptation from Gatecrash. Forced Adaptation is a common green enchant creature that costs one green mana. Forced Adaptation says at the beginning of your upkeep, put a +1/+1 counter on enchanted creature.
Forced Adaptation is amazing. It really is. Now I'll tell you why. Evolve is a pretty decent mechanic, but on it's own, it really needs help. And certain cards are just so much better gaining steady +1/+1 counters versus gaining gradual +1/+1 counters. Forced Adaptation allows for steady counters. Think of how much more you gain from your Fathom Mage or Simic Manipulator from a constant flow of +1/+1 counters. Or even your Gyre Sage for example.
But let's even go a step further, out of Standard for example. Think of a Forced Adaptation on a Aura Gnarlid. Just how long before your opponent is out of answers.

But there are two creatures that truly love Forced Adaptation. They would be Champion of Lambholt and CorpseJack Menace. Nothing says fun like twice the amount of counters on a creature that once it is jacked up won't allow your opponents to block.

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

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