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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Whip of Erebos
Image from Wizards.com

Whip of Erebos
- Theros

Reviewed Dec. 8, 2014

Constructed: 3.33
Casual: 3.88
Limited: 4.00
Multiplayer: 3.67

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Deck Garage

Whip of Erebos

Didn't we already do this one? I'm sure I made a comment about how this thing can represent a sudden, massive swing of life that can render racing situations unwinnable for your opponent and help you claw your way back into games you had all but lost. The activated ability can be a little pricey to activate, but in the situations you most want it, it's because you need a creature this turn and didn't draw one, so it's likely you had mana that turn anyway.

Constructed- 4
Casual- 4
Limited- 4
Multiplayer- 4.5

David Fanany

Player since 1995

Whip of Erebos
I'm tempted to point out that this card's abilities are contrary to the properties of the Greek (and Theros) Underworld, which you can't really leave. Hades was also not known to grant day passes, and I doubt Erebos is either (at least, as much as I can without having a novel to illuminate the question). In gameplay terms, though, you can get a lot of advantage out of this card. It's probably most tempting to try and find a way to abuse the reanimation ability, and although it's templated to prevent you from keeping the creature permanently, it's hard to read that as a disadvantage in this age of comes-into-play abilities and attack triggers. The lifelink ability shouldn't be underestimated either, though - combining it with a lot of evasive creatures can easily lead to states where some deck's can't effectively race. 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Whip of Erebos which is a Black four mana Legendary artifact enchantment that gives creatures you control Lifelink and for four mana and tapping can return a target creature at sorcery speed from your grave to play with Haste then exile it at end of turn. 
Lifelink for multiple creatures can be a solid benefit, but at four mana to play and another four to activate the second effect is a little too situational and dependent on worthwhile targets in the graveyard to be competitive.  Self mill or mono-Black sacrifice aspects can definitely benefit from the reusable reanimation and it can see play in a variety of non-competitive settings.
In a Limited setting this primarily adds widespread Lifelink and can also set up an alpha strike by bringing back a tide turning creature.  A solid if somewhat situational first pick in Booster and with even a moderate Black pool in Sealed is worth including for the dual benefits.
Constructed: 3.0
Casual: 3.5
Limited: 4.0
Multiplayer: 3.5

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