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View Full Version : MTG COTD: Kird Ape



klducks
15th May 2006, 3:02 PM
http://www.wizards.com/global/images/magic/revised/kird_ape.jpghttp://www.wizards.com/global/images/magic/beatdown/kird_ape.jpghttp://www.wizards.com/global/images/magic/an/kird_ape.jpghttp://www.wizards.com/global/images/magic/9e/kird_ape.jpg
Kird Ape - Revised, Box Set, Arabian Nights, 9th Edition. Uncommon
R: Creature - Ape
Kird Ape gets +1/+2 as long as you control a forest.
It puts the "fur" in "fury".
1/1



The mighty 2/3 Kird Ape. Ofcourse, it'll only get that big on turn 1 if you have a Stomping Grounds. A must need in Gruul or Zoo if you can afford 4 of the $20 duels. If so, grab some of these as well. However, half the time, you might not get a forest turn 1 or turn 2 so it'll just be a plain mediocre 1/1. You'll have to watch out for that.

The Duck's Rating: 3.5/5

Shadow Trainer
15th May 2006, 6:04 PM
A great one drop for R/G. 3/5

bowsermaster12
15th May 2006, 8:19 PM
This and stmping grounds will activate its effect. Not that i care much for duels but its an ok 1 drop with a good buff up. This card can go good in R/G deck, but by me saying that do not assume i said its a staple card. Thats all there really is to say about this card, It fits fine as an uncommon too but any change in that is all up to the developers.

4/5

Felix Feral Fezirix
16th May 2006, 2:48 AM
It's a great starter card on it's own, but in Red/Green decks, it'll get a pretty good boost soon.

This card is nice.

3/5.