DLCR: Transguild Promenade

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Todays other RtR card to rate is...

Transguild Promenade


5.0: First pick no matter what.  I will always play this card.
4.5: Splashable and first pick worthy.
4.0: First pick pack 1.
3.5: Early pick though not always a first pick.
3.0: Solid early/mid pick.
2.5: Solid pick in color.
2.0: Should generally make the deck if in this color.
1.5: Decent filler.
1.0: 23rd card if you have to.
0.5: This card will sometimes be sideboarded in.
0.0: I will never put this card into my deck (main deck or after sideboarding).

I'm actually liking this card a little less then I thought I would in this set.  Most of the time I try to be only 2 colors and this card isn't that good in those.  If you are going 3 or more it's fine and you might need it.


I've been running 3 color less often than I did at the beginning of the format, but these are always welcome in those decks. I guess that fits 2 on the scale.
2 for me. I usually run it when I splash off-guild for a bomb where there's no guildgate available (eg. Golgari that splash Cyclonic Rift). Having 2 of these makes you able to splash anything without hurting your mana base. Just have to be careful not to overdo it as having this in your starting hand can severely slow you down.
Meh. 1.5 or 2.
1.5. I try not to run this if possible.
Preparing for the M14 Prerelease - New article up! IN THE TANK - my very own blog for rambling about Magic!
Not the type of card I rate.

 It's just situational mana.

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
This(=functional reprint) was probably a better card in Shards block, where 'play all the colors' was actually an effective strategy.
I hope to get PV to sign a playset of these for me.

Why does everyone think I'm phantom lancer? QFT:

139359831 wrote:
I hope all this helps you to see things in a greater light—and understand that Magic: the Gathering was really created by extraterrestials using Richard Garfield as a medium. The game itself reflects the socio-psycho realtivity between living beings, and the science that takes precedence over them—to define reality for them all (like telekinesis, weather, scientific reaction, phenomenon, ingenuity, how the brain works, etc.). I'd also bet there is an entity floating thousands of miles above us, looking down on the current state of game, shaking its fist like... "Wtf are you doing?! You're getting it all screwed up!". Awkward—to be evolved, and yet still subject to the ladder that is the concepts of the game. In this case, misconception, corruption, and deception. With the realities of each color becoming distorted (through oblivious designers), leading the game to reflect a false state of reality that warps the understanding that other people have about those things. For example, people thinking that white could be anything except pure good. This shouldn't be too far off though, I mean...Magic is designed based on reality after all, so that entity (those entities) should be subject to those things. Anyways, I guess when you're busy doing space stuff you can't always be around to ensure quality control. It's no wonder they choose Garfield, they're so much alike; that's exactly what happened to him and Magic.
166199665 wrote:
omg snortng so much febbdelicious /intocixated in rl
Ehh.... uh... er... hard to rate something that's usefulness is entirely dependant upon what speed and what colors and what picks and what options you get. I mean, every card is, but this in particular ranges from "you pretty much need this" to "disappointing to get even as a last pick". I lean towards playing two colors solely, though least frequently with Izzet colors, where I most commonly play with Black or White rather than just Blue/Red alone.

I guess on balance a 2.5 or 3, actually. Not because it's good, but because it can be necessary lacking guildgate and keyrune picks, and if you're one of the people at my local store that always ends up with 4 colors to some extent.
Came for the flavor, stayed for the game. (10/4/2013: Discovered that I suppose I most closely resemble a Vorthos player, right after my odd obsession with making hyper-budget but effective decks and right before being a Johnny)

A good t2 play in a slower game and an ok t3 and pretty much after that it decreases in value significantly. Having the early fixing has swung games my way plenty of times, and playing this late has basically wasted a draw. 

I found Carmen Sandiego before you were born unless you're Zlehtnoba.

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