Surgir // Ideas Carta MTG


Offers card draw and mana ramp, essential for maintaining late-game momentum. Instant speed allows strategic plays, optimizing mana and responding to threats. Composite mana requirement and high cost are strategic considerations for deck construction.
Colecciones da cartaLanzado en 2 coleccionesVer todos
El coste de maná
Costo de maná convertido9
RarezaPoco común
TipoInstantáneo
Habilidades Aftermath

Texto de la carta

Secuela. (Lanza este hechizo solo desde tu cementerio. Luego exílialo.) Roba dos cartas.


Cartas como Surgir // Ideas

In the vast array of Magic: The Gathering cards, Spring // Mind offers a unique flexibility that few cards can match. With its fusion ability to both ramp and draw cards, it toggles between acceleration and advantage. This aspect resonates with Growth Spiral, which allows players to play an additional land and draw a card at instant speed. However, Spring // Mind provides a late-game value that Growth Spiral lacks, offering card drawing capability with its aftermath feature.

Comparing it to Urban Evolution, another draw and land-play enabler, Urban Evolution presents immediate advantage by drawing three cards and permitting an additional land play, but lacks the split nature of Spring // Mind that can be used over two turns or even two different game scenarios. Yet, the cost of Urban Evolution at five mana is significantly higher compared to the combined seven mana cost over two spells for Spring // Mind, impacting its early game utility.

When evaluating the versatility of dual-purpose cards in Magic: The Gathering, Spring // Mind stands out for its tactical flexibility. Players can balance their need for land development and late-game card advantage, making Spring // Mind a dynamic and potentially game-altering card within the game’s rich tapestry of spells.

Growth Spiral - Carta Magic versiones
Urban Evolution - Carta Magic versiones
Growth Spiral - Carta Magic versiones
Urban Evolution - Carta Magic versiones

Card Pros

Card Advantage: In the dynamic world of MTG, Spring // Mind represents a remarkable tool for drawing extra cards. When you cast Mind, it gives you a boost by allowing you to draw two cards, essentially refueling your hand. This is particularly powerful as games draw on and your resources become more crucial.

Resource Acceleration: The Spring half of the card provides a significant advantage by searching your library for a basic land card and putting it onto the battlefield. This means you’re not just adding a land to your hand, you’re putting it directly into play, which accelerates your mana resources and can help you cast more substantial spells earlier in the game.

Instant Speed: The flexibility of Mind being an instant can’t be overstated. This allows you to optimize your mana usage by waiting until the end of your opponent’s turn to cast it, ensuring you’re never left with undeployed resources and keeping your options open to react to threats instantly.


Card Cons

Discard Requirement: Spring // Mind mandates discarding a card, which can hinder your hand if your card supply is dwindling. This aspect can particularly be cumbersome when you’re aiming to maintain card advantage against opponents. In high-pressure situations, having to lose a card can turn the tides unfavorably in matches.

Specific Mana Cost: This card’s requirement of both green and blue mana constrains its incorporation primarily to two-color decks or those that can reliably generate any type of mana. Its utilitarian nature is thus restricted, potentially leaving out mono-colored or different color combination strategies that can’t accommodate the mana needs.

Comparatively High Mana Cost: The investment for casting Mind is significantly steep when cross-referencing other card draw options available. Considering it costs six mana, players are often left weighing the benefits of card drawing power against the potential for immediate board impact, which other cards might furnish at a lower cost.


Reasons to Include in Your Collection

Versatility: Spring // Mind offers a dual utility that’s perfect for adapting to various game stages. In the early to mid-game, Spring allows for mana acceleration, which is crucial for deploying threats ahead of the curve. In the later stages, Mind can be a significant source of card draw, refilling your hand and providing the resources needed to close out the game.

Combo Potential: As a split card, this card offers unique interactions in a deck with various synergies. Spring // Mind can be recurred from the graveyard with the myriad of cards that target instant or sorcery cards, doubling its utility. Additionally, Mind’s card draw can fuel graveyard strategies or work in tandem with discard triggers for added benefit.

Meta-Relevance: With the ever-shifting nature of the meta-game, Spring // Mind remains a powerful contender. Its ability to ramp up early or provide a late-game card advantage makes it a versatile choice for dealing with aggressive decks as well as a useful tool against control decks that aim to grind out a game.


How to Beat

The Spring // Mind card offers players in Magic: The Gathering a versatile tool, allowing them to fetch a basic land card to the battlefield with its Spring ability, and getting to draw two cards with its Mind afterthought. Having this dual capability in a single card provides a significant advantage in terms of both resource ramp and card advantage.

To effectively counter this card, consider implementing land destruction or land denial strategies that can disrupt the land-fetch element of Spring. Cards such as Ghost Quarter can keep the opponent’s mana base under control. Furthermore, hand disruption tactics can strip essential components away before the Mind part is utilized. Use Thoughtseize or Inquisition of Kozilek to remove it from an opponent’s hand, minimizing the chances of them gaining the upper hand.

Strategic counterspelling also plays a crucial role when mitigating the benefits of Spring // Mind. Be ready with a Counterspell or Mana Leak when the opponent attempts to execute their strategy. Timing is everything – preventing the spell from resolving can help maintain the balance of power and keep you firmly in the game.


BurnMana Recommendations

Spring // Mind serves as a fine example of adaptability in the MTG landscape, meshing resource development and card draw. It enhances your mid-game ramp while offering late-game sustenance. If you appreciate strategic versatility and transitional play, adding this to your collection could sharpen your tactical edge. To counter it, disrupt land-fetching or fetch it from the opponent’s hand before they can leverage its power. Ready to embrace the depths of MTG strategic play? Dive deeper into gameplay mechanics and deck optimization with us, where your journey towards mastery continues to unfold.


Donde comprar

Si estás buscando comprar una carta MTG Surgir // Ideas de un coleccione específico como Amonkhet and Amonkhet Remastered, existen varias opciones confiables que debes considerar. Una de las fuentes principales es tu tienda de juegos local, donde a menudo puedes encontrar paquetes de refuerzo, cartas individuales y mazos preconstruidos de colecciones actuales y pasadas. A menudo ofrecen el beneficio adicional de una comunidad donde puedes intercambiar con otros jugadores.

Para un inventario más amplio, particularmente de colecciones más antiguos, mercados en línea como TCGPlayer, Card Kingdom y Card Market ofrecen amplias selecciones y te permiten buscar cartas de colecciones específicos. Las plataformas de comercio electrónico más grandes como eBay y Amazon también tienen listados de varios vendedores, lo que puede ser un buen lugar para buscar productos sellados y hallazgos raros.

Además, el sitio oficial de Magic suele tener un localizador de tiendas y listas de minoristas para encontrar Wizards of the Productos con licencia costera. Recuerde comprobar la autenticidad y el estado de las cartas al comprarlas, especialmente a vendedores individuales en mercados más grandes.

A continuación se muestra una lista de algunos sitios web de tiendas donde puede comprar las Surgir // Ideas y otras cartas MTG:

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Impresiones

La carta Surgir // Ideas Magic the Gathering se lanzó en 2 colecciones diferentes entre 2017-04-28 y 2020-08-13. Ilustrado por Josu Hernaiz.

#LiberadoNombreCódigoSímboloNúmeroMarcoDisposiciónBordeArtista
12017-04-28AmonkhetAKH 2192015SecuelasNegraJosu Hernaiz
22020-08-13Amonkhet RemasteredAKR 2632015SecuelasNegraJosu Hernaiz

Legalidades

Formatos de Magic the Gathering donde Surgir // Ideas tiene restricciones

FormatoLegalidad
HistoricbrawlLegal
CommanderLegal
HistoricLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
PioneerLegal
TimelessLegal

Reglas e información

La guía de referencia para las reglas de las cartas Surgir // Ideas de Magic: The Gathering proporciona las reglas oficiales, las erratas emitidas, así como un registro de todas las modificaciones funcionales que se han producido.

Fecha Texto
2017-04-18 A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it’s countered, or it leaves the stack in some other way.
2017-04-18 All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you’re casting. The characteristics of the half of the card you didn’t cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
2017-04-18 Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
2017-04-18 Each split card is a single card. For example, if you discard one, you’ve discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
2017-04-18 If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you’ll exile the card if it would leave the stack.
2017-04-18 If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can’t cast the half with aftermath.
2017-04-18 If you cast the first half of a split card with aftermath during your turn, you’ll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it’s legal for you to do so.
2017-04-18 Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you’d cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
2017-04-18 While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its converted mana cost is 6. This means that if an effect allows you to cast a card with converted mana cost 2 from your hand, you can’t cast Destined. This is a change from the previous rules for split cards.
2017-07-14 Once you’ve started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can’t try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.