A while back we had a [SCD] on Genju of the Spires. Several commentors agreed that it was an acceptable card, but that all the rest were trash.
After thinking about it, I actually decided that I disagree.
Almost all of them can have their place, though some are obviously better than others.
To start, the Disadvantages: Manland - as with any manland, animating your mana base can set up severely detrimental losses. Aura - as with any aura, you set yourself up to be 2-for-1'd; this is more dificult with the Genju's though, as they can occasionally bring themselves back. Still happens vs PTE and STP. Equipment - must be re-equipped continuously if used.
The Advantages: Dodge mass removal - Animated creatures tend to be resilient vs pure creature wraths like Day of Judgement. Haste - The ability to play on an existing land, animate it, and swing on the same turn gives a pseudo-haste effect in having a creature attacking your opponent that they were unaware of. Reuseability - The Genju's can return to hand, allowing continual creature supply, at the cost of lands.
Each Genju also has it's own specific strengths and weaknesses.
I have decided to try out our legendary friend Genju of the Realm - I read him as an 8 mana, 8/12 trampling hasty death ball.
Genju of the Fields - Clearly the best of the bunch. Genju of the Cedars - I am the least impressed, a vanilla 4/4. Genju of the Spires - A quick Ball Lightning type of card, no trample, but the ability to punish defenseless players, especially following a red board wipe. 6 Damage is still no joke, even at 40 life. Genju of the Falls - Still slightly weak, but the evasion allows for sword hits, and more openings for free damage on players. Genju of the Fens - A shade effect can still be good late game, especially in a heavy black form of deck.
Genju of the Realm - Trample is a great ability, 8/12 is nothing to sneeze at, and dropping it on an old land allows you to attack with it straight up. 8 mana may be a steep cost, but resiliency can be useful.
Haste - The ability to play on a land, animate it, and swing on the same turn gives a pseudo-haste effect in having a creature attacking your opponent that they were unaware of.
Ahem:
8/1/2008: A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its controller has continuously controlled that permanent since the beginning of his or her most recent turn.
So you'd have to have another land out to enchant.
Perhaps my wording was unclear. So long as you have controlled the land from the beginning of the turn, you can attack with it.
The pseudo-haste is due to the ability to enchant a permanent that has already met that criteria, and thus can attack the turn you play the Genju.
While possible, I think you may find yourself hard pressed to play a Genju without having already had lands out.
EDIT: I will change play on a land, to play on an existing land. While redundant, I think that the extra wording will reinforce the prior existence of the land.
After thinking about it, I actually decided that I disagree.
Almost all of them can have their place, though some are obviously better than others.
To start, the Disadvantages:
Manland - as with any manland, animating your mana base can set up severely detrimental losses.
Aura - as with any aura, you set yourself up to be 2-for-1'd; this is more dificult with the Genju's though, as they can occasionally bring themselves back. Still happens vs PTE and STP.
Equipment - must be re-equipped continuously if used.
The Advantages:
Dodge mass removal - Animated creatures tend to be resilient vs pure creature wraths like Day of Judgement.
Haste - The ability to play on an existing land, animate it, and swing on the same turn gives a pseudo-haste effect in having a creature attacking your opponent that they were unaware of.
Reuseability - The Genju's can return to hand, allowing continual creature supply, at the cost of lands.
Each Genju also has it's own specific strengths and weaknesses.
I have decided to try out our legendary friend Genju of the Realm - I read him as an 8 mana, 8/12 trampling hasty death ball.
Genju of the Fields - Clearly the best of the bunch.
Genju of the Cedars - I am the least impressed, a vanilla 4/4.
Genju of the Spires - A quick Ball Lightning type of card, no trample, but the ability to punish defenseless players, especially following a red board wipe. 6 Damage is still no joke, even at 40 life.
Genju of the Falls - Still slightly weak, but the evasion allows for sword hits, and more openings for free damage on players.
Genju of the Fens - A shade effect can still be good late game, especially in a heavy black form of deck.
Genju of the Realm - Trample is a great ability, 8/12 is nothing to sneeze at, and dropping it on an old land allows you to attack with it straight up. 8 mana may be a steep cost, but resiliency can be useful.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Ahem:
So you'd have to have another land out to enchant.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
The pseudo-haste is due to the ability to enchant a permanent that has already met that criteria, and thus can attack the turn you play the Genju.
While possible, I think you may find yourself hard pressed to play a Genju without having already had lands out.
EDIT: I will change play on a land, to play on an existing land. While redundant, I think that the extra wording will reinforce the prior existence of the land.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek