I view this as a ramp spell first, and a combo piece second. A single token spell can turn into a massive mana ramp. It sort of says "Every creature you have is also a land," meaning that every time you cast a creature, you're also casting Rampant Growth.
- Creatures tap for mana the turn they enter the battlefield, and every creature becomes a Reflecting Pool.
- Token makers of all stripes become extremely powerful--including an instant win with Squirrel Nest, but also reducing the cost for Sacred Mesa / Mobilization / Jade Mage substantially. Meloku doesn't reduce the mana you have available.
- Makes Wild Growth, et. al. really good
- Really good with Winter Orb, Armageddon, etc.
A best case scenario would be Turn 1 dude, turn 2 Earthcraft, Turn 3 spectral procession for eight mana on turn 4. Or consider turn 2 Nest Invader, turn 3 Earthcraft. That's a none-too-shabby 7 mana on turn 4, as well as 3 mana remaining for turn 3.
Basically: if it ramps you by one, it's worse than Rampant Growth. The upside of ramping by two or even 3+, however, is substantial and not at all improbable. Plus there's a lot of combo potential.
I can see it possibly being good in the sort of deck that ramps mana to produce tokens, but that would be about it.
As an aside, I really wish there was a green Sacred Mesa, that is an enchantment that sits around that you can pump mana into to produce tokens. Centaur Glade is the closest there is, but is somewhat overcosted (9 mana for your first 3/3).
"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass
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I view this as a ramp spell first, and a combo piece second. A single token spell can turn into a massive mana ramp. It sort of says "Every creature you have is also a land," meaning that every time you cast a creature, you're also casting Rampant Growth.
- Creatures tap for mana the turn they enter the battlefield, and every creature becomes a Reflecting Pool.
- Token makers of all stripes become extremely powerful--including an instant win with Squirrel Nest, but also reducing the cost for Sacred Mesa / Mobilization / Jade Mage substantially. Meloku doesn't reduce the mana you have available.
- Makes Wild Growth, et. al. really good
- Really good with Winter Orb, Armageddon, etc.
A best case scenario would be Turn 1 dude, turn 2 Earthcraft, Turn 3 spectral procession for eight mana on turn 4. Or consider turn 2 Nest Invader, turn 3 Earthcraft. That's a none-too-shabby 7 mana on turn 4, as well as 3 mana remaining for turn 3.
Basically: if it ramps you by one, it's worse than Rampant Growth. The upside of ramping by two or even 3+, however, is substantial and not at all improbable. Plus there's a lot of combo potential.
Thoughts?
It can do cray things as a combo enabler in constructed, but taken at face value I don't think it's worth a card.
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As an aside, I really wish there was a green Sacred Mesa, that is an enchantment that sits around that you can pump mana into to produce tokens. Centaur Glade is the closest there is, but is somewhat overcosted (9 mana for your first 3/3).
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"When I use a word," Humpty Dumpty said, in rather a scornful tone, "it means just what I choose it to mean - neither more nor less." -Lewis Carroll, Through the Looking Glass