Turf wound... is it worth it?

Beyond Dominia: The Limited Magic Mill: Turf wound... is it worth it?

By Auhagen on Tuesday, October 10, 2000 - 03:44 pm:

in a recent net booster draft, i managed to pick up 5 turf wounds(13,14,25th,38th,42nd picks). This being a net draft and never played turf wound i decided to play all 5. It turned out really good. In 4 of 6 game, i manged to cast at least 3 useful turf wounds(useful in that they had a land they coundn't play). It also provided me with vital draws in both late and early game. so my question is "has turf wound been good to you in draft?"

By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Tuesday, October 10, 2000 - 05:52 pm:

Mind posting the text? I'm missing my spoiler and Yavapai still doesn't have Invasion in it's search.

To facilitate, let's make this SOP please. :)

By Nevyn, the Village Idiot (Nevyn) on Tuesday, October 10, 2000 - 06:36 pm:


theres a spoiler link for rakso, though I agree with lesser known cards a reminder of the text is a good idea.

here's turf wound:

Card Name: Turf Wound
Card Color: Red
Rarity: C
Casting Cost: 2R
Card Type: Instant
Card Text: Target player can't play land cards this turn. Draw a card.
Flavor Text: "I can't imagine how anyone lives in Shiv, let alone why they
choose to stay." -Sisay
Artist: Thomas Gianni
Card #: 177/350

Basically, without the cantrip this is strictly worse than stone rain, which I wont play in limited unless im suffering colour death in my red and can get a bunch.Even with the cantrip, it's just a stall tactic (you spend 3 mana to prevent them from getting one) at best, and if they have no lands in hand its a 3 mana cantrip. In my opinion, there are enough better cantrips out there, and enough ways around this card that its not really playable. My main concern is that a 1 turn stall is only useful in a very aggresive deck, and in an aggresive deck I want to cast a creature at 3 mana, not LD.

By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Wednesday, October 11, 2000 - 02:16 pm:

I honestly don't think so. The environment is so slow I can't see where casting this turns 3-5 will have that much of an effect.

I think cantrips araen't better than good cards unless the cantrip is good in itself. :)

By BeBe, the Redeemer (Bebe) on Wednesday, October 11, 2000 - 03:35 pm:

I'm not sure about that. If you are looking for the fourth land ( especially in Invasion ) I would like to slow down my opponent and search for the needed land. Sulfatara was always a card I liked. In deck with a lot of Red/Black removal this card could be good. Again, it depends on what else you drafted but I could see using a few. Five seems a bit excessive though.

By Nevyn, the Village Idiot (Nevyn) on Wednesday, October 11, 2000 - 03:53 pm:

I would just rather have a threat card or something which permanently slows the opponent. As a 23rd card in a weak draft pool this has a shot. I'd splash colours like wild in sealed before I played this though.

By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Thursday, October 12, 2000 - 03:24 am:

BeBe, I think that slowing down the opponent for a turn while you look for a fourth land isn't going to count for much given the speed of Invasion.

And the solution would be to put a land instead of Turf Wound! :)

By Orion Freeman on Monday, October 16, 2000 - 09:22 pm:

Hmm, don't underestemate it. In a Prophesy limited draft, my brother pulled four mana
vapors. For a long time, I could not understand it. Then I played him. The one turn
advatage in a blue deck was devestating in one of the games that I played. The problem
with Turf Wound is that it is very situational.

For example, if you play, lets say, a U/B deck and manage to play it third turn, it could
be very usefull. By slowing the deck down, you don't have to worry about the kicker
on certain cards like dustwalker and fierry squadron for another turn. Sure, you have to
burn a turn by not tapping your lands but if you can haddle the beatdown, the extra card
can be a game changer. If you got five, you could possibly do it twice in a row. If
you are playing a R/G deck, the mana aceleration and card exceleration would almost
certainly win you the game. Just think, you get up a turn in land and your vital five
mana cards come out a turn or two before there's do. In a sense it is just like a slow
but cheaper version of frinezed trillings (or how ever it is spelled) [3RG, Destroy target
land, then search your library for a basic land card and put that card in to play.]

In limited both the trilling the Horrow a conserdered great cards becuse the can advance
your amout of mana before your opponent. With Invasion being so slow, it could
likely be a hidden broken card in the mist.

By Nevyn, the Village Idiot (Nevyn) on Tuesday, October 17, 2000 - 03:33 pm:

YOu need to take a HUGE early advantage to win an Invasion limited game in a rush (unless you get lucky with a protection creature). This means that turf wound is just a stall tactic (he WILL get the mana). In addition, as you yourself noted, it is better to play in multiples, but how many deck slots do you really want to be turf wounds? Frenzied Tilling accelerates your own mana and actually takes away an opponent's land (also causing mana screw), while harrow counters land d, accelerates your mana, and resolves colour screw. There is no comparison. Maybe you could play turf wound, but why? THere are sevral more direct routes to victory.

By Rakso, the Patriarch and Rules Ayatollah (Rakso) on Saturday, October 28, 2000 - 04:25 pm:

From Gary Wise:


"Turf Wound
People laugh at me when I say this, but I like this card for its capacity to force a discard by your opponent on their third turn when you play first. That means time advantage and card advantage. While your deck can perform really well if you get five or six of them, I'd only recommend Turf Wound as a sideboard card for those games in which you know you're playing first. A 10th-13th pick."

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