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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

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- M15

Reviewed July 30, 2014

Constructed: 2.50
Casual: 2.75
Limited: 3.82
Multiplayer: 2.50

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

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Deck Garage


I'm a little disappointed that this thing isn't a Giant-- my old Lorwyn/Shadowmoor Giant deck can always use another member. I'm also a little disappointed that, even though you're opponent can't keep this thing off the board for good, he can keep it locked down fairly easily. It has two toughness and no trample or evasion, so if you swing, your opponent will have no trouble trading up one of his smaller creatures. You'll get it back on your next turn, but it will still be tapped-- you'll have to wait ANOTHER turn before you get to swing again, and then it starts all over again. Giving it evasion or trample would help, but again, this thing is easy to kill, and whatever you used to give it evasion is unlikely to stick to it after it's been to the 'yard and back. The only real upside here is that with seven power, your opponent pretty much has to block or otherwise answer it, and it comes back after just about every answer. It's not hard to deal with, but your opponent HAS to deal with it, and he has to spend resources to do it while you keep getting the 'Titan back. If I had a lot of repeatable "fight" effects, then I'd want this, since I could pretty reliably make it trade up and get it back after the fight. Otherwise, green can do better for 4GG.

Constructed- 2.5
Casual- 1.5
Limited- 2.75
Multiplayer- 2

David Fanany

Player since 1995

Did anybody else get a Shards of Alara vibe from this card? It may not be significant, but it's pretty cool nonetheless. It also reminds me of Vengevine, not just because it's an aggressive plant creature but because it's so hard to kill. Two toughness is extraordinarily low for a six-mana creature, so it's going to go to your graveyard pretty often; and the timing of its return unfortunately means that opponents have a chance to pre-empt its resurrection in some way. Still, self-resurrection is an inherently powerful enough ability that it's worth looking at. And of course there's the obvious combo with Life's Legacy.
Constructed: 2/5
Casual: 3/5
Limited: 4/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Phytotitan which is a six mana Green 7/2 that when it dies it returns to the owner's battlefield tapped at the beginning of their next upkeep. This is a decent effect for an otherwise unimpressive creature with a particularly low toughness of two. A 7/2 body for six with no combat effects is vastly outclassed by many other Green creatures plus returning to play tapped and without Haste slows this down dramatically. Without multiple and somewhat inefficient options for support this isn't a consistent enough offensive threat to be worth using when compared to the wide variety of other choices available. However, in a build where this can be sacrificed each turn for a benefit it is very efficient and may actually see some play in that role.

In Limited this is a serious threat as there are only a few cards that can prevent it from returning to play. The toughness is still a drawback, but seven power to block or attack with on a recurring basis is well worth the first pick in Booster. For Sealed the double Green and reasonable cost of six mana allows this to be easily managed in a two color deck.

Constructed: 3.0
Casual: 3.0
Limited: 4.0
Multiplayer: 3.0


Deck Garage
Phytotian is the next in the series of cards I'm not quite sure about. Normally a creature with 2 toughness for 6 mana wouldn't ever have a chance. But Phytotian is anything but normal. His 7 power is something to be reckoned with, and the fact that he never stays in the graveyard makes for some interesting potential.
It should be noted that while it does come back after getting killed, it does so slowly. It has to sit in your graveyard until your next upkeep. Then, when it comes back, it is tapped, so it can't be used as a blocker. Also, if this is exiled, it's gone forever.
The best use for something like that keeps coming back is in a deck that wants to repeatedly sacrifice creatures for a benefit. But at 6 mana, that's a lot to invest for something who's only job is to die. So, I'm not sure if it works too well there. To use this as an attacker that keeps coming back is pretty slow, since you can only use it every other turn. 
My initial guess is that this one is probably more likely to see the junk rare pile than see much serious play, but the idea is unique, and I still want to experiment with it more.
If you pull this in draft or sealed, however, it becomes an all-star. Ways to permanently remove this guy are going to be few and far between. Having 7 power on the battlefield that will keep coming back is a force that most people can't survive.
Constructed: 2.5
Casual: 3.5
Limited: 4.5
Multiplayer: 2

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