Curso da Guerra Carta MTG


Curso da Guerra - Champions of Kamigawa
Custo de mana
Custo convertido de mana6
RaridadeRara
TipoEncantamento
Lançamento2004-10-01
Expansão símbolo
Expansão nomeChampions of Kamigawa
Expansão códigoCHK
Número194
Frame2003
LayoutNormal
BorderPreta
Ilustrado porWayne Reynolds

Principais conclusões

  1. Tide of War generates card advantage and amplifies warrior tribal or aggressive strategies with land ramp.
  2. Instantaneous combat benefits from triggered abilities reinforce its utility during both players’ turns.
  3. High mana cost and restricted color commitment might limit Tide of War’s versatility and efficiency.

Onde comprar

Se você deseja comprar um cartão Curso da Guerra MTG de um conjunto específico como Champions of Kamigawa, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Curso da Guerra e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
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Texto da carta

Toda vez que uma ou mais criaturas bloquearem, lance uma moeda. Se você vencer, o jogador defensor sacrifica todas as criaturas bloqueadoras. Do contrário, o jogador atacante sacrifica todas as criaturas que foram bloqueadas.


Card Pros

Card Advantage: Tide of War offers a unique way to generate card advantage by turning each clash into a potential draw engine. As you clash with your opponent, winning these mini-battles not only grants you a glimpse of the future but also the opportunity to draw additional cards, keeping your hand filled with options.

Resource Acceleration: This card synergizes exceptionally well with decks built around warrior tribal themes or aggressive strategies, potentially giving you an edge by accelerating your resource development. Every time a warrior you control wins a clash, you’re rewarded with a land onto the battlefield, possibly untapped, that can ramp up your ability to deploy threats quicker than your adversaries can handle.

Instant Speed: Although Tide of War itself isn’t an instant, its triggered ability can create instantaneous benefits during combat on any player’s turn. This characteristic ensures that the momentum of the battle stays in your favor, letting you reap rewards at the pace of instant speed interactions, making the card a formidable addition to decks that want to maintain a presence both on and off their own turn.


Card Cons

Discard Requirement: Tide of War necessitates parting with a card from your hand as part of its activation. This demand can put you at a disadvantage, especially in situations where maintaining a full grip of cards is essential to your strategy.

Specific Mana Cost: The casting cost of Tide of War is entrenched in a particular color identity, necessitating a strong commitment to that hue within your deck. This requirement potentially restricts its versatility and may make it a cumbersome inclusion in multicolored decks that struggle with mana consistency.

Comparatively High Mana Cost: For players looking to make the most impactful plays, the mana investment for Tide of War may seem steep when compared to other options available. In a game where efficiency is key, the mana-to-effect ratio of Tide of War might not always align with the needs of competitive gameplay.


Reasons to Include in Your Collection

Versatility: Tide of War offers dynamic interactions in numerous deck builds. Its ability to transform combats into potential board wipes or power shifts means it can be effectively slotted into strategies that are focused on creature control or passive damage.

Combo Potential: With Tide of War, crafty players can engineer combos with cards that trigger upon creature damage or death, amplifying the effects of each skirmish and turning routine battles into game-changers.

Meta-Relevance: As the battlefield ebbs and flows with new expansions and shifting strategies, Tide of War remains pertinent. It’s a card that can adapt to various meta changes, punishing creature-heavy decks and altering the course of matches in your favor.


How to beat

Tide of War is a formidable enchantment that can turn the tide of combat in Magic: The Gathering. When a creature attacks, Tide of War forces a clash between the attacker and a creature defending player controls, potentially leading to a destructive outcome for both sides. To counter this card, strategic creature management is essential. Consider holding back creatures that are critical to your strategy, thereby not giving your opponent the chance to trigger Tide of War’s effect.

Moreover, leveraging removal spells or enchantment destruction can directly neutralize Tide of War before its effect becomes a recurring threat throughout the match. Additionally, tactics such as playing cards that grant your creatures indestructible, or using instant-speed tricks to surprise your opponent and save your creatures, can also nullify Tide of War’s impact. Anticipating and preparing for this card’s effect can help retain control of the board and keep your key creatures safe from forced conflict.

Ultimately, the key to beating Tide of War lies in a combination of careful gameplay decisions and incorporating cards that can either avoid or withstand its forced battle mechanic, maintaining an upper hand against opponents who might rely heavily on this powerful enchantment.


Cartas similares a Curso da Guerra

One could argue that Tide of War stands out amongst red enchantments in Magic: The Gathering. It shares space with cards like War’s Toll, another tool for manipulating combat. Where Tide of War brings substantial upheaval by turning each fight into a potential creature elimination, War’s Toll differentiates itself by restricting opponents’ combat decisions and mana usage, offering control rather than destruction. Both are potent in red’s arsenal, serving distinct strategies.

Compared to Raid Bombardment, Tide of War follows the red philosophy of using combat to your advantage but in a vastly more punishing manner. While Raid Bombardment deals additional damage when attacking with smaller creatures, Tide of War has the potential to clear the board of blockers, synergizing well with a strategy of creature supremacy. The cost is heavier, but the impact on the game can be far more significant.

Analyzing enchantments with similar themes, Tide of War offers a unique combination of aggression and board control. This makes it not just a high-cost card but also a high-impact player in games where creatures clash in combat.

War's Toll - Carta Magic versões
Raid Bombardment - Carta Magic versões
War's Toll - Carta Magic versões
Raid Bombardment - Carta Magic versões

Cartas semelhantes a Curso da Guerra por cor, tipo e custo de mana

Territorial Dispute - Carta Magic versões
Arcane Bombardment - Carta Magic versões
Fiery Emancipation - Carta Magic versões
Risky Move - Carta Magic versões
Dragon Roost - Carta Magic versões
Grip of Chaos - Carta Magic versões
Curse of the Fire Penguin // Curse of the Fire Penguin Creature - Carta Magic versões
Homura, Human Ascendant // Homura's Essence - Carta Magic versões
Rage Reflection - Carta Magic versões
Wild Evocation - Carta Magic versões
Warstorm Surge - Carta Magic versões
Guild Feud - Carta Magic versões
Lightning Diadem - Carta Magic versões
Cyclops of Eternal Fury - Carta Magic versões
Might Makes Right - Carta Magic versões
Sunbird's Invocation - Carta Magic versões
Form of the Dinosaur - Carta Magic versões
Haphazard Bombardment - Carta Magic versões
Mirror March - Carta Magic versões
Dreamshaper Shaman - Carta Magic versões
Territorial Dispute - Carta Magic versões
Arcane Bombardment - Carta Magic versões
Fiery Emancipation - Carta Magic versões
Risky Move - Carta Magic versões
Dragon Roost - Carta Magic versões
Grip of Chaos - Carta Magic versões
Curse of the Fire Penguin // Curse of the Fire Penguin Creature - Carta Magic versões
Homura, Human Ascendant // Homura's Essence - Carta Magic versões
Rage Reflection - Carta Magic versões
Wild Evocation - Carta Magic versões
Warstorm Surge - Carta Magic versões
Guild Feud - Carta Magic versões
Lightning Diadem - Carta Magic versões
Cyclops of Eternal Fury - Carta Magic versões
Might Makes Right - Carta Magic versões
Sunbird's Invocation - Carta Magic versões
Form of the Dinosaur - Carta Magic versões
Haphazard Bombardment - Carta Magic versões
Mirror March - Carta Magic versões
Dreamshaper Shaman - Carta Magic versões

Legalidades

Magic the Gathering formats where Curso da Guerra has restrictions

FormatoLegalidade
CommanderVálida
LegacyVálida
ModernVálida
OathbreakerVálida
VintageVálida
DuelVálida
PredhVálida
PennyVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Curso da Guerra fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data Texto
2004-12-01 Even if the blockers are sacrificed, any attackers that were blocked are still considered blocked.
2004-12-01 Tide of War’s ability triggers only once each combat and only if at least one blocker is declared. The effect does nothing to unblocked attacking creatures.
2004-12-01 Tide of War’s controller always flips the coin. This means that you want to win the flip when you’re attacking but lose the flip when you’re defending.