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Not all of the old Card of the Day files are working right now. All of the old files should be running within one month. About 70-85% are working now. Sorry for the delays getting new cards done too. Things are getting back to normal rather well.
In this web page, I hope to present to you strategies, combos, and obscure uses for a new
Magic: The Gathering card every single day.
The Card of the Day is...
Hallowed Ground
Ice Age Uncommon
1W Enchantment
"WW: Return target non-snow-covered land you control to owner's hand."
A brief rundown of the card:
This is a fairly unique card with subtle and diverse uses. Hallowed Ground is great for pulling land out of the way of harm, shaking off nasty enchant lands (Cursed Lands and such), and it is also great for filling up your hand in a pinch. Hallowed Ground was showing up in quite a few tournament decks for a few months, I'm not sure if it still is. In any case, here are a few really good reasons to use Hallowed Ground:
- Balance
Send a few lands back to your hand right before you cast Balance. Perfect if you're opponent has more cards than you their hand--you wont have to discard anything while you trash quite a few of their lands. Sometimes I hesitated before casting Balance, thinking "what if I don't draw a land or two to replace the lands I'll clear out with Balance?". I quit thinking about such things since I started using Hallowed Ground. As long as my opponent has a large hand or I don't mind if I discard a few cards, Hallowed Ground can be a life-saver if used carefully with Balance.
- Land Tax/Land's Edge
Either of these cards work well seperately with or without Hallowed Ground, but the two combined with Hallowed Ground can make a quick game-ender. Dig through your library for up to 3 lands a turn with Land Tax. If you have too many lands to activate Land Tax, send a few lands back to your hand with Hallowed Ground. Use any lands you don't play with Land's Edge to unleash 2 damage for each discarded. You can also use Hallowed Ground to send unnesccesary lands in play back to your hand so you can throw them away to Land's Edge also. Wheee!
- Armageddon
This may be a costly combo, but it sure is nasty. Send as many lands back to your hand as you can before you let loose with Armageddon (destroying all lands). You'll have a few lands in your hand to start building up your resources again immediatly after Armageddon. Remember to tap the lands that are going back to your hand for mana! This will allow you to pull this combo off in about 2/3 the time. Non-land mana helps greatly with this idea too--try Moxen, Mana Batteries, or Elves.
- Ivory Tower/Scalding Tongs/Library of Alexandria...
All of these cards require you to have many cards in your hand...with varying abilities triggered by this. If you need many land early in a duel, but don't need them later, send them back to your hand and let the good times roll.
- Halls of Mist/Glacial Chasm
Both of these odd lands have cumulative upkeep--which can be reset by sending the lands back to your hand, and re-casting them.
- The Tabernacle at Pendrell Vale
This combo will give all of your opponent's creatures an additional upkeep of 1 generic mana for a small price. If you send the tabernacle back to your hand sometime between your opponent's draw and clean up phase, while playing the tabernacle every turn, you'll put a serious hurting on any creature deck. Only bad side effect is it's hard to play any new lands while you are pulling this move off.
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