>an opponent's creature foestwalk...and it's a green card, so it's a
safe
>bet that you have forest's in play...The only good thing about it is
that
>it's a 4/5 creature that costs 1+3 green. Can someone help?
>
>
Give some tapped creature forestwalk. Give a zero power creature
forestwalk. Cast siren's call and spore cloud so all creatures are
tapped. Maybe use festival and siren's call so no creatures are out to
give forestwalk to. Even try giving it to a tim(who would use
forestwalk and attack when you use his ability?). Try it on creatures
with abilities useful enough to warrant not attacking. The possibilies
are endless!
--
_____________________________________________________________
|"I'm shying from the light | |
| I've always loved the night | Richard Lockney |
| And now you offer me eternal darkness"| loc...@max.tiac.net|
| -Depeche Mode, "One Caress" | |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
: >an opponent's creature foestwalk...and it's a green card, so it's a
: safe
: >bet that you have forest's in play...The only good thing about it is
: that
: >it's a 4/5 creature that costs 1+3 green. Can someone help?
: >
: >
: Give some tapped creature forestwalk. Give a zero power creature
: forestwalk. Cast siren's call and spore cloud so all creatures are
: tapped. Maybe use festival and siren's call so no creatures are out to
: give forestwalk to. Even try giving it to a tim(who would use
: forestwalk and attack when you use his ability?). Try it on creatures
: with abilities useful enough to warrant not attacking. The possibilies
: are endless!
More importantly than the disadvantage-
it's a cheap nasty monster.
People don't seem to understand how much better cheap, nasty
monsters are than expensive, useless monsters (like elder land wurms).
Ach! Hans, run! It's gha...@uclink.berkeley.edu
Two words: Scarwood Hag.
So what if you have forests in play?
"I give your <insert creature name here> forestwalk. Now I tap Scarwood
Hag, and it DOESN'T have forestwalk."
Also, a 4/5 creature for 4 mana is GREAT, ESPECIALLY in Green!
1st turn: Forest, tap for Tinder Wall
2nd turn: Forest, tap both Forests and sac Tinder Wall for (GGRR), cast
Erhnam Djinn.
3rd turn: attack with Djinn, doing 4 damage a turn MINIMUM. Mayb ecast a
couple of Giant Growths, doing 7-10 damage.
On the 3rd turn, your opponent might have a couple 1/1 or a 2/2, but
that's not THAT bad to take forestwalk damage from...not when your
opponent is taking 4-10 damage a turn...
And if they have something bigger, then use a Scarwood Hag...
--Jake (gc...@pacifier.com)
--
---
"And Saint Atila raised the hand grenade up on high, saying, 'Oh, Lord,
bless this thy hand grenade that with it thou mayest blow thy enemies to
tiny bits, in thy mercy.' And the Lord did grin, and people did feast
upon the lambs, and sloths, and carp, and anchovies, and orangutangs, and
breakfast cereals, and fruit bats..."
--The Book of Armaments, Chapter Two, Verses Nine to Twenty-One
(Monty Python and the Holy Grail)
>Hi,
> Just wondering, what is so good about the Erhnam Djinn? It gives
>an opponent's creature foestwalk...and it's a green card, so it's a safe
>bet that you have forest's in play...The only good thing about it is that
>it's a 4/5 creature that costs 1+3 green. Can someone help?
The Erhnam Djinn has always been one of my favorite creatures, right
after the Juzzem Djinn that is (there's no beating a 5/5 for 3B, but
4/5 for 3G comes pretty close).
There are three different ways of dealing with this problem.
First of all, use things that produce green mana but aren't forests:
Mox Emerald, Black Lotus, Barbed Sextant, Standing Stones,
Pendelhaven, Fellwar Stone (not always of course, but I always put
them in my deck for extra mana anyway), City of Brass, Implements of
Sacrifice, the Fallen Empires' lands (Rainbow Vale, Havenwood
Battleground, Hollow Tree) and the IA dual (tripple?) lands.
Second of all, you must give forestwalk, but you can also take it
away: Scarwood Hag, Deadfall, Lord Magnus, Hammerheim or if you're
also playing blue just Magical Hack the forestwalk on the Erhnam Djinn
to a landwalk of which you have no lands (I've been thinking about an
Erhnam Djinn/Merfolk Assassin combo in which one of the two can get
Magical Hacked, but I haven't tried it out yet. This should turn out
to be interesting, because in this way you potentially turn the Erhnam
Djinn's disadvantage into an advantage).
The third way, and this is what I do, is just not to worry about it.
You can get them out so fast (with the Tinder Walls and Orcish
Lumberjacks, it's no strange occurance to get one out in turn 2) that
you really don't have to fear any large creature getting forestwalk
before you have done plenty of damage (usually people keep their
creatures to block the djinns anyway). Besides there's always direct
damage to deal with them.
Oh, and remember, it's not because you have several djinns out that
you have to give different creatures forestwalk. Nowhere in the rules
does it say that you can't give the same creature forestwalk four
times.
Hope this made you see what a wonderfull card the Erhnam Djinn is.
Thomas Verschueren | Ai...Ai...
Belgium, Antwerp | The elements obey me not!
bart...@glo.be | I sink... (Percy Shelly)
How about including 4 Erhnams in a deck using IA multilands (which do not
count as forests), Barbed Sextants, or City of Brass to get them out?
Giving opposing creatures forestwalk won't hurt if you have no forests in
play. I would think 4 Barbed Sextants and 4 to 6 non-forest lands which can
produce green mana should be plenty to assure you don't run into mana
problems. Could probably also include some other nice green cards such
as Regrowth or Berserk.
--
David J. Keenan
Michigan State University
keen...@cps.msu.edu
Consider this as well, if you have the Djinn attacking (say this is your only
creature, or the only type of creature), you don't have blockers anyway, so
who cares whether or not these guys forestwalk?
As mentioned before, make a Tim forestwalk, or make a 0/x forestwalk.
(This is, of course dangerous in case of Howl from Beyond).
The point is, you don't *have* to attack with the djinn (they're still good
blockers), and when you do, choose your timing and the recipients of the
forestwalk carefully.
These guys are real interesting in multi-player games :)
-- Marc
Look, you have an Ernham, you have Forests. IT is not a real stigma on
your soul. Just put the Forestwalk on a creature that is needed for blocking
or mana, or that doesn't have a meaningful attack. Everyone has something like
that, and if your opponent is creatureless then it doesn't matter at all.
While you will occasionally encounter a person whose only creature is a
Juggernaut, that hasn't happened to me yet, and I've been playing with these
guys for years.
> Second of all, you must give forestwalk, but you can also take it
> away: Scarwood Hag, Deadfall, Lord Magnus, Hammerheim or if you're
> also playing blue just Magical Hack the forestwalk on the Erhnam Djinn
> to a landwalk of which you have no lands (I've been thinking about an
> Erhnam Djinn/Merfolk Assassin combo in which one of the two can get
> Magical Hacked, but I haven't tried it out yet. This should turn out
> to be interesting, because in this way you potentially turn the Erhnam
> Djinn's disadvantage into an advantage).
>
Guys! If you spend extra mana and acrds on a cheap 4/5, then it is no
longer a cheap 4/5 and the entire point has basically been lost.
> The third way, and this is what I do, is just not to worry about it.
> You can get them out so fast (with the Tinder Walls and Orcish
> Lumberjacks, it's no strange occurance to get one out in turn 2) that
> you really don't have to fear any large creature getting forestwalk
> before you have done plenty of damage (usually people keep their
> creatures to block the djinns anyway). Besides there's always direct
> damage to deal with them.
>
Yeah! Someone who understands.
> Oh, and remember, it's not because you have several djinns out that
> you have to give different creatures forestwalk. Nowhere in the rules
> does it say that you can't give the same creature forestwalk four
> times.
>
True, in fact, sometimes someone will make a Dryad, just to totally
negate the "disadvantage".
> Hope this made you see what a wonderfull card the Erhnam Djinn is.
>
> Thomas Verschueren | Ai...Ai...
> Belgium, Antwerp | The elements obey me not!
> bart...@glo.be | I sink... (Percy Shelly)
>
>
Ritaxis
>alex...@ix.netcom.com (Wayne Alexander) wrote:
>>In <41b19c$5...@sundog.tiac.net> loc...@max.tiac.net (Gandalf the Grey)
>>writes:
>>>
>>>Hi,
>>> Just wondering, what is so good about the Erhnam Djinn? It gives
>>
>>>an opponent's creature foestwalk...and it's a green card, so it's a
>>safe
>>>bet that you have forest's in play...The only good thing about it is
>>that
>>>it's a 4/5 creature that costs 1+3 green. Can someone help?
>>>
>>>
>>
>>Give some tapped creature forestwalk. Give a zero power creature
>>forestwalk. Cast siren's call and spore cloud so all creatures are
>>tapped. Maybe use festival and siren's call so no creatures are out to
>>give forestwalk to. Even try giving it to a tim(who would use
>>forestwalk and attack when you use his ability?). Try it on creatures
>>with abilities useful enough to warrant not attacking. The possibilies
>>are endless!
>I often play emperor games where my generals don't even play green so the
>Erhnam's side effect is negated. A hacked Erhnam with Merfolk Assassin.
>It has been suggested on the net. Tried it last time: I played Erhnam, one
>of my general played Merfolk Assassins and Magical Hack---> so much fun.
>I think is excellent with a staff of the ages in play
--
gino russo
gru...@mail.foxnet.net
<grusso.15...@foxnet.net>
<grusso.15...@foxnet.net>
Yours truly,
Jack the skRipper