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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Force of Will
Image from Wizards.com

 Force of Will
- Alliances

Reviewed July 18, 2014

Constructed: 4.67
Casual: xx
Limited: xx
Multiplayer: xx

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

Click here to see all of our 
Card of the Day Reviews 

David Fanany

Player since 1995

Force of Will

I think it's kind of sad that Force of Will is the only member of the cycle of Alliances "pitch cards" that some people remember. I was around when they were originally released, and I remember all five of them being used in casual play at that time. They're all quite good, but only Force of Will is worth more than $100 - and I think it only got to be that way because of Urza's Saga, because there were all of a sudden things that you absolutely had to be able to stop even when you didn't have lands in play and hadn't taken a turn yet. In a sense, then, Force of Will is a barometer for the play environment around it. Sometimes it's just another card, and other times there's no particular use or need for it. And then there are those constructed environments, and, occasionally, Commander groups, where you're glad it's in any hand you draw it in and it's not even the best card in the format.

Constructed: 4/5
Casual: 2/5
Limited: 3/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Force of Will which is a five mana Blue instant that counters target spell can be paid for with one life and exiling a Blue card in your hand instead of the mana cost. This is a very important card in the formats that have the widest range of card sets to pull from as it is one of the only ways to stop turn one kills or other sudden win conditions. The option to cast it with mana is a nice option later in the game, but the value is in casting it with zero mana which allows some breathing room to play your own cards.

In a Limited format with this it is useful for the mana preserving reasons of Constructed, though without the first turn kill concern. The two for one aspect is a notable drawback, but it can easily save a game when an opponent tries to play a key card and allows you to maintain tempo with other spells until using it. The value alone makes this an easy first pick in Booster and is well worth including in Sealed when running Blue, as even if the mana-free aspect isn't used it is still useful in the middle to late stages of the game.

Constructed: 5.0
Casual: 4.5
Limited: 4.5
Multiplayer: 4.5


Deck Garage
Force of Will
Force of Will is one of the most ubiquitous cards in the game. Why? It can stop almost anything for the grand price of no mana. Have an infinite mana combo to throw a Fireball at me? Um, no. Gonna flash in a huge creature on my turn? Um, no. Going to counter my big spell? Um, no. As long as you have a blue card in hand and aren't sitting precariously at 1 life, you hold the ultimate trump card. 
I doubt I need to go much more into the power of Force of Will. If you play legacy, you already know. If you don't play legacy, it doesn't matter. While it does see a lot of play in Commander, and is very useful there, the fact that it's one card in 100 makes it much less of a thing to worry about.
Constructed: 5
Casual: 4.5
Limited: 4
Multiplayer: 4.5

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