[GTC-ICD] Borborygmos Enraged

43 posts / 0 new
Last post
Borborygmos Enraged
Legendary Creature - Cyclops (M)
Trample
Whenever ~ deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: ~ deals three damage to target creature or player.
7/6



Thanks to MTGSalvation for this information.

Discuss.    

GW

Cookie Count: 1 million + 1039 Wooden Spoon Count: 2 YMtC Trophies 1st: 9 2nd: 11 3rd: 13 4th: 4 I lost >6000 posts during the last forum migration. #14000th post at 05/11/09 #15000th post at 22/02/10 #16000th post at 10/06/10 #17000th post at 27/10/10 #18000th post at 27/04/11 #19000th post at 24/08/11 #20000th post at 21/04/12 #21000th post at 21/01/13
Cooooool.
i think it should be "Sacrifice a land: blah blah blah", anyone else agree?

~Your either my puppet or my matchstick~

color preferences (1st is fav and so on):

198732583 wrote:
Oh Ajani seems to like Elpheth's milk, meow.
i think it should be "Sacrifice a land: blah blah blah", anyone else agree?



Nope
The nice thing if you're planning to reanimate this guy is that the cards that dig for your Unburial Rites also put lands into your hand (Mulch, Grisly Salvage)
Hope it's real. Very awesome card!

IMAGE(http://oi39.tinypic.com/14mvxh5.jpg)

Sweet it's nice when an EDH general can throw whole Mountains at stuff.

                                                                                                                                                                                        <----- Loser.

Borborygmos angry! Borborygmos SMASH!

Imagine playing this guy with Life from the Loam.

I wanted Seismic Assault back, but not this way...not on my Borb.

Borborygmos angry! Borborygmos SMASH!


So angry he flings mountains at you.

[<o>]
The nice thing if you're planning to reanimate this guy is that the cards that dig for your Unburial Rites also put lands into your hand (Mulch, Grisly Salvage)



Aye, on top of Faithless Looting/Forbidden Alchemy being able to fuel it as well. I have even seen some of the builds running Restoration Angel/Deadeye Navigator running Borderland Ranger as a one of for mise purposes.

7/6 Trample is a respectable body, and assures he should be able to break though pretty often to activate his own land fetch.

Also nice that you can play him and unload on the same turn if you have land in your hand. Even if he gets removed, getting a Lightning Bolt or two out of the deal seems pretty good to me.

Deathrite Shaman comes to mind as well, but that seems pretty inconsequential. The extra ramp probably isn't going to make much of a difference if you have Borborygmos on the table.
"I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am a God."
The nice thing if you're planning to Reanimate this guy is that the cards that dig for your <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Unburial%20Rites&amp;partner=AUTOANY" rel="nofollow">Unburial Rites</a> also put lands into your hand (<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Mulch&amp;partner=AUTOANY" rel="nofollow">Mulch</a>, <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Grisly%20Salvage&amp;partner=AUTOANY" rel="nofollow">Grisly Salvage</a>)



Aye, on top of <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Faithless%20Looting&amp;partner=AUTOANY" rel="nofollow">Faithless Looting</a>/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Forbidden%20Alchemy&amp;partner=AUTOANY" rel="nofollow">Forbidden Alchemy</a> being able to fuel it as well. I have even seen some of the builds running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Restoration%20Angel&amp;partner=AUTOANY" rel="nofollow">Restoration Angel</a>/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deadeye%20Navigator&amp;partner=AUTOANY" rel="nofollow">Deadeye Navigator</a> running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Borderland%20Ranger&amp;partner=AUTOANY" rel="nofollow">Borderland Ranger</a> as a one of for Mise purposes.

7/6 Trample is a respectable body, and assures he should be able to break though pretty often to activate his own land fetch.

Also nice that you can play him and unload on the same turn if you have land in your hand. Even if he gets removed, getting a <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Lightning%20Bolt&amp;partner=AUTOANY" rel="nofollow">Lightning Bolt</a> or two out of the deal seems pretty good to me.

<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deathrite%20Shaman&amp;partner=AUTOANY" rel="nofollow">Deathrite Shaman</a> comes to mind as well, but that seems pretty inconsequential. The extra ramp probably isn't going to make much of a difference if you have Borborygmos on the table.



If you Rites Borborygmos turn 4, with a Shaman on the field, I think I could find something to do with the mana that early. ;D
Favorite set: Arabian Nights Favorite planeswalker: Taysir, the One Made of Five Favorite book cycle: Ice Age Favorite creature type(s): Elephant (W), Minotaur (R), Shade (B), Spider (G), Cephalid (U) Myr (Artifact) Pauper: Monoblack Control Modern: Zombie Tribal; Unyaro Stax Cube: The Moons of Mirrodin
The nice thing if you're planning to Reanimate this guy is that the cards that dig for your <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Unburial%20Rites&amp;partner=AUTOANY" rel="nofollow"></a>Unburial Rites also put lands into your hand (<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Mulch&amp;partner=AUTOANY" rel="nofollow"></a>Mulch, <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Grisly%20Salvage&amp;partner=AUTOANY" rel="nofollow"></a>Grisly Salvage)



Aye, on top of <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Faithless%20Looting&amp;partner=AUTOANY" rel="nofollow"></a>Faithless Looting/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Forbidden%20Alchemy&amp;partner=AUTOANY" rel="nofollow"></a>Forbidden Alchemy being able to fuel it as well. I have even seen some of the builds running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Restoration%20Angel&amp;partner=AUTOANY" rel="nofollow"></a>Restoration Angel/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deadeye%20Navigator&amp;partner=AUTOANY" rel="nofollow"></a>Deadeye Navigator running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Borderland%20Ranger&amp;partner=AUTOANY" rel="nofollow"></a>Borderland Ranger as a one of for Mise purposes.

7/6 Trample is a respectable body, and assures he should be able to break though pretty often to activate his own land fetch.

Also nice that you can play him and unload on the same turn if you have land in your hand. Even if he gets removed, getting a <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Lightning%20Bolt&amp;partner=AUTOANY" rel="nofollow"></a>Lightning Bolt or two out of the deal seems pretty good to me.

<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deathrite%20Shaman&amp;partner=AUTOANY" rel="nofollow"></a>Deathrite Shaman comes to mind as well, but that seems pretty inconsequential. The extra ramp probably isn't going to make much of a difference if you have Borborygmos on the table.



If you Rites Borborygmos turn 4, with a Shaman on the field, I think I could find something to do with the mana that early. ;D



Its not so much that you don't have stuff to do with it, rather that if you Rites him on 4 and he lives for a turn or two you win anyways.

Now of course should he get removed it will be a nice way to ramp up into another one, or one of your other bombs. Which is certainly a nice thing.


"I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am a God."
The nice thing if you're planning to Reanimate this guy is that the cards that dig for your <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Unburial%20Rites&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Unburial%20Rites&amp;partner=AUTOANY" rel="nofollow">Unburial Rites</a> also put lands into your hand (<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Mulch&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Mulch&amp;partner=AUTOANY" rel="nofollow">Mulch</a>, <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Grisly%20Salvage&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Grisly%20Salvage&amp;partner=AUTOANY" rel="nofollow">Grisly Salvage</a>)



Aye, on top of <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Faithless%20Looting&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Faithless%20Looting&amp;partner=AUTOANY" rel="nofollow">Faithless Looting</a>/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Forbidden%20Alchemy&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Forbidden%20Alchemy&amp;partner=AUTOANY" rel="nofollow">Forbidden Alchemy</a> being able to fuel it as well. I have even seen some of the builds running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Restoration%20Angel&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Restoration%20Angel&amp;partner=AUTOANY" rel="nofollow">Restoration Angel</a>/<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deadeye%20Navigator&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deadeye%20Navigator&amp;partner=AUTOANY" rel="nofollow">Deadeye Navigator</a> running <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Borderland%20Ranger&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Borderland%20Ranger&amp;partner=AUTOANY" rel="nofollow">Borderland Ranger</a> as a one of for Mise purposes.

7/6 Trample is a respectable body, and assures he should be able to break though pretty often to activate his own land fetch.

Also nice that you can play him and unload on the same turn if you have land in your hand. Even if he gets removed, getting a <a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Lightning%20Bolt&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Lightning%20Bolt&amp;partner=AUTOANY" rel="nofollow">Lightning Bolt</a> or two out of the deal seems pretty good to me.

<a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deathrite%20Shaman&amp;partner=AUTOANY" rel="nofollow"></a><a href="http://store.tcgplayer.com/Products.aspx?GameName=Magic&amp;Name=Deathrite%20Shaman&amp;partner=AUTOANY" rel="nofollow">Deathrite Shaman</a> comes to mind as well, but that seems pretty inconsequential. The extra ramp probably isn't going to make much of a difference if you have Borborygmos on the table.



If you Rites Borborygmos turn 4, with a Shaman on the field, I think I could find something to do with the mana that early. ;D



Its not so much that you don't have stuff to do with it, rather that if you Rites him on 4 and he lives for a turn or two you win anyways.

Now of course should he get removed it will be a nice way to ramp up into another one, or one of your other bombs. Which is certainly a nice thing.





Fair enough, there.  On that note, would it be reasonable to run Lightning Mauler of Fervor in 4C Rites?  'cause swinging with him turn four would be a beautiful thing.
Favorite set: Arabian Nights Favorite planeswalker: Taysir, the One Made of Five Favorite book cycle: Ice Age Favorite creature type(s): Elephant (W), Minotaur (R), Shade (B), Spider (G), Cephalid (U) Myr (Artifact) Pauper: Monoblack Control Modern: Zombie Tribal; Unyaro Stax Cube: The Moons of Mirrodin
Sweet it's nice when an EDH general can throw whole Mountains at stuff.



Azusa, Domri, Curse of Stalked Prey, Crucible of Worlds...I think we have a deck idea.
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
i really like the card, but 8 mana is a lot. it makes having him in limited interesting, but the board control he provides is well worth it (much like utvara hellkite, but even better).
Sweet it's nice when an EDH general can throw whole Mountains at stuff.



Azusa, Domri, Curse of Stalked Prey, Crucible of Worlds...I think we have a deck idea.



Seismic Assault on a stick, how can we go wrong

                                                                                                                                                                                        <----- Loser.

Oh wow! Frites + this + maybe even Seek the Horizon... awesome. Can't wait to brew decks around this card!
www.roguedeckbuilder.com (coming soon) Facebook www.youtube.com/roguedeckbuilder
This guy is worse than craterhoof or griselbrand in Frites.
Sweet it's nice when an EDH general can throw whole Mountains at stuff.



Azusa, Domri, Curse of Stalked Prey, Crucible of Worlds...I think we have a deck idea.



Seismic Assault on a stick, how can we go wrong


An 8 mana stick is how.

Also, Creeping Renaissance.
terravore just got a new friend
Reversed P/T from the old Borborygmos]Borb, and I like it way better than the last one.
Borb is pretty good, though i wonder how he much he will mesh with the rest of the Gruul, whatever their mechanic will be.
This guy is good.  Despite his casting cost, he's strong.  I'm sure he'll do just fine.
Not playable. The only spot for this guy in competitive would be in Rites, and even there he's just cute because Craterhoof, Griselbrand, Angel of Serenity and others are just better options. Still, if he sticks around you're boned lol.
I want to be Cultured.
He's kinda good if it's a gd card.
I think they put him at a high cost as lands in the late game in your hand are not useful so he takes the lands and throw it at your enemies!

A typical   trying to get somewhere in the Multiverse, allons-y?

DOCTOR WHO OOOOOOOOEEOOOOOOOO OOOOOOEEOOOOOOO (I'm weird, cant help it)

Famous Quotes:

144543765 wrote:
I was browsing through some cards in gatherer and I noticed something really odd - the transforming cards from Innistrad like Mayor of Avabruck have separate comments and ratings for each side. Isn't that totally stupid? It feels as senseless as having two different pages for each side of a split card or having different pages for Nimble Mongoose with and without threshold.

56965528 wrote:
*mutters under his breath* Squinty's Wife: "What was that!?!?" Umm, I said.... umm..... ahhh.... *another smack upside the head* Squinty's Wife: "Care to try again?" *shakes head vigerously* Squinty's Wife: "That's better." ~SE++ *whimpering*

Current deck goals:

NON-AGGRO, NON-MONO RED deck (Not getting very far with it though)

Standard mono red deck for FNM next Friday

The Gruel sybol behind the text is tilted slightly to the side. If you really check it out The sword part is tilted. I think this might be fake.
bulletd Guidelines: 5.0: I will take this card no matter what. Creature 1 or playable 1 or hate 1.Archangel of Thune 4.5: Bomb and splashable. Creature 1-2, playable 1-2, removal 1. Jace, Memory Adept 4.0: Excellent first pick first pack, will sway me into same colors. Creatures 1-4, removal 1. Haunted Plate Mail 3.5: Excellent first pack pick two, will confirm colors or possibly sway into second color. Doom Blade 3.0: Good in-color addition, or splashable removal/creature. Creatures 3-9, removal 1-3. wall of Frost 2.5: Solid pick in-color; creatures 5-12, removal 3-5. Dark Favor 2.0: Creatures 10-16; removal 6-7. Elvish Mystic 1.5: My 23rd or 22nd card, depending on removal. Act of Treason 1.0: 23rd card if I don't maindeck an additional land. Lay of the Land 0.5: This card will sometimes be sideboarded in. Brave the Elements 0.0: I will shred this card for counters. Darksteel Forge
The Gruel sybol behind the text is tilted slightly to the side. If you really check it out The sword part is tilted. I think this might be fake.

The new gruul symbol is a little tilted normally. It's intentional.





[<o>]
IMAGE(http://i48.tinypic.com/29eit4y.jpg)

That's what the new symbol reminds me of. 
The Gruel sybol behind the text is tilted slightly to the side. If you really check it out The sword part is tilted. I think this might be fake.



Sword part? That's a burning tree.

The only new symbols I don't like are the Golgari and Rakdos ones. The Golgari one is supposed to have the flavor of an ouroboros, as the Golgari focus on the cycle of life; notice their signet's flavor text. The Rakdos one could've been a black skull with a red flame, which would've made sense. Only the Izzet are allowed to have no internal logic!
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
As an avid lover of borborygmos and guild leaders in general what gets me about this card and other guild leaders like isperia, supreme judge is that over time they become less tough? It seems for no apparent reason either, would it have broken the card to make it a 7/7 or larger considering it's 8 mana? I don't like the increased casting cost because usually 8+ mana means reanimator while 6-7 mana is ramp territory. I think it's bad design when they introduce the gruul guild leader and everyone is talking about unburial rites (reanimator).

This is the card I was most looking forward to in the set because I really loved his guildpact version but I hate how the guild leaders are becoming less tough and I would have liked this card to be a little more straightforward (considering his personality and the gruul mentality) instead of all this "be careful to put him into a decklist with reanimator or life from the loam or crucible of worlds or some other way to get some use out of him otherwise he's virtually unplayable".
Don't be too smart to have fun
Trades with Axebane Stag.

*facedesk*

He should have been a french vanilla 10/10 with haste and trample for that mana cost. 
My novel, Mektar, Clash of Ideals, is now available for purchase! Just click this text. I have +30 bragging rights according to HairlessThoctar. Just saying.
Overcomplicating something that should just smash face.

But it's still cool.
HOW TO AUTOCARD! When posting in a text box, type [c]Plains[/c] to make your post showPlains.
Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
He should just be super stompy, but watch him be in a ton of reanimator decks.
Puresteel players unite! [Archetype] PURESTEEL
Trades with Axebane Stag.

*facedesk*

He should have been a french vanilla 10/10 with haste and trample for that mana cost. 



At least they could have gotten some flavor text in that way.
Don't be too smart to have fun
The Hulk of Magic returns!  I'm very happy to see Borborygmos back.
It's kind of sad that they wasted the overpowered creatures on the last couple blocks.  If we had to have broken creatures, I'd much rather them be the guild leaders, than random titans in the core set, or the praetors from scars block.  None of the guild leaders are better than fringe playable in constructed.  The same was true the first time around, when only Ghost Council saw major play in standard.  5+ mana creatures without haste or a CITP ability have got to be pretty ridiculous to be constructed playable.  None of these pass the bill, even the new Niv-Mizzet.
It's kind of sad that they wasted the overpowered creatures on the last couple blocks.  If we had to have broken creatures, I'd much rather them be the guild leaders, than random titans in the core set, or the praetors from scars block.  None of the guild leaders are better than fringe playable in constructed.  The same was true the first time around, when only Ghost Council saw major play in standard.  5+ mana creatures without haste or a CITP ability have got to be pretty ridiculous to be constructed playable.  None of these pass the bill, even the new Niv-Mizzet.



Yeah, I would have loved to see borborygmos enraged and craterhoof behemoth switch abilities. It's also strange how in the same block (or even the same set) the guild leaders are outclassed by so many other cards. angel of serenity is better than the boros guildleader or even in the same set the azorius guild leader. I understand that some guild leaders such as Jarad aren't going to be bombs at 6CMC+ mana but for those guild leaders who are 6CMC and above it would be nice if they could be around the same power level as the other options. They're legendary so theoretically they could be slightly more powerful due to the legendary rule drawback.
Don't be too smart to have fun
The Gruel sybol behind the text is tilted slightly to the side. If you really check it out The sword part is tilted. I think this might be fake.

The new gruul symbol is a little tilted normally. It's intentional.






Prefer the old symbol though.

GW

Cookie Count: 1 million + 1039 Wooden Spoon Count: 2 YMtC Trophies 1st: 9 2nd: 11 3rd: 13 4th: 4 I lost >6000 posts during the last forum migration. #14000th post at 05/11/09 #15000th post at 22/02/10 #16000th post at 10/06/10 #17000th post at 27/10/10 #18000th post at 27/04/11 #19000th post at 24/08/11 #20000th post at 21/04/12 #21000th post at 21/01/13
The Gruel sybol behind the text is tilted slightly to the side. If you really check it out The sword part is tilted. I think this might be fake.

The new gruul symbol is a little tilted normally. It's intentional.




Prefer the old symbol though.



I feel the same way about Rakdos.
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
---- Autocard is your friend. Lightning Bolt = Lightning Bolt
Overcosted crap.

Check out my twitch.tv stream below where I play magic online limited queues. Don't forget to follow if you enjoy what I'm presenting to show your support!

http://twitch.tv/dpg20__