Saturday, March 23, 2019

MND Regional Reviews: Bograth

Welcome to another Magi-Nation Duel Regional card review, by Kroodhaxthekrood!  We'll be featuring these reviews once or twice a week on the blog, and linking all of them in one place on the main Magi-Nation Duel page here on this blog!  Enjoy!

Magi-Nation Card Review
Bograth
 by Kroodhaxthekrood
Rating Scale
Magi-Nation Duel has only one traditional format, Constructed, where all cards are legal except for a limited few. Cards will be rated in this context with the rating scale shown below. These grades do not tell the whole story and should be viewed in the context of the writing which accompanies them.

1: Unplayable. Actively bad or detrimental to your board own board in some way.
2: Low-Impact. Not actively bad but doesn’t do a whole lot. 
2.5: A little better than “meh”.
3: Role Player. Cards which are simply not played as much but either could be good given
    support or are at least decent or fun options.
3.5: Very strong with the required support.
4: Staple. Strong cards which see lots of play (or should) but are not completely busted.
5: All-star. Practically an auto-include in most if not all of decks from that region. 

Now, on with the show:

Magi

Abger – 3
The Dealer of Rare Goods is a funny magi who wants to perform as a setup, drawing cards with Barter. Barter is in fact a good effect, but since some decks don’t really play relics and your opponent gets to choose not to, he isn’t very consistent. Shrewd is nice when it’s a factor but that’s exceedingly rare. Try Abger as a first magi if you’re interested in playing a lower-powered game or in multiplayer where Barter can trigger much more often.

All-High King Korg – 2
He’s not a 1, even though Super Clever is a horrible drawback and Super Brave is even worse. At 24/6 he just has tons of energy. That’s all he does but that makes him better than a lot of other magi in the game. Make sure to pack some Climbing Staffs if you are running AHKK, because these can prevent him from dying! That said, Super Brave is awful and will have him killed out of nowhere in 90% of the games in which he sees play.

Baa – 4
Hordes lets Baa draw insane amounts of cards, and each extra card drawn is above rate at 1 energy per. Baa is Bograth’s second-best setup magi. He is less consistent than Eryss: If he draws non-creature cards for his random 2, he’ll use Hordes 3 times and draw a total of 10 cards on turn 1, which is less than her 12. He also has less energy to work with which can sometimes cause you not to use Hordes. On the other hand, if Baa survives for a few turns and you have enough creature density (you better, you’re playing Bograth), he can get aggressive and start taking the enemy down which Eryss doesn’t usually get to do.

Blygt – 4
Waking Dreams is very powerful with a big discard pile, getting two bodies into play before the Attack Step. The creatures can’t attack right away, but this is still very relevant since a lot of Bograth creatures have powers that have to be used prior to attacking, for example his starting Moss Quido. I think many players would rate Blygt a 5 because of Waking Dreams’ massive utility, but it has two significant drawbacks. The first is that your opponent gets a choice. The second is that it’s often all Blygt can do in a turn. Three energy uses up most of his energize of five and is always an energy loss of one on board. This can lead to games where Blygt just falls further and further behind the opponent and can never really pull ahead. Also, if you have too much card draw (somewhat easy to do with Bograth), you can cycle your discard pile back into your deck and then Blygt becomes very sad. Even with all these drawbacks, Waking Dreams is still an incredible power and Blygt goes last in a great many good Bograth decks.

Brog – 4
Fertilize is an incredible effect. First of all, it triggers on both your creatures and your opponent’s creatures, which means Brog usually has a bunch of energy to work with. Second, Fertilize combines with Great Throne Mushrooms to allow Brog to draw tons of cards. While he can’t consistently find Great Throne Mushrooms which means he can’t start your lineup, if you have a setup magi into Brog you’ll be cycling through your deck at an extremely rapid pace. All this combines to make Brog the best magi possible in a Bograth Aggro deck, a deck type that was receiving more and more support with each expansion.

Brog, Swamp Thug – 4
Brog’s alternate form loses one energize and the might of Fertilize, which are both pretty big. On the other hand, he starts with a Black Stuff, the most useful Bograth creature, and has a great built-in way to synergize with it in his Intimidation power. As a result of Black Stuff + Intimidation every turn, Brog, Swamp Thug can have a pretty big energize rate while dealing damage to the enemy field. Additionally, that power allows Brog to deal consistently and easily with giant creatures, which can be a weakness of some Bograth builds.

Bulomp – 2.5
A lot of Bograth creatures already have Shifty, making Shiftier a pretty useless bit of text. Bograth has much better options than a 15/5 vanilla magi.

Drig – 3.5
Leech is potentially quite powerful, which is why it’s so expensive. With four creatures on the board (in any combination of yours and your opponent’s), it starts turning a profit, and Bograth is known for its ability to get lots of small creatures in play. Also, Leech triggers his starting Torpar’s Community effect, which is cool. Drig has the same problem that Blygt has, which is that he can run out of energy pretty quickly and not have ways to get it back. Drig needs to build resilient boards, because if he falls behind due to an AOE removal card he doesn’t have any good ways to come back.

Emlob – 5
Emlob is the most powerful Bograth magi but for newer players, it’s pretty difficult to see why. The reason is because a lot of Bograth cards require a specific number of creatures in play or count the number of your Bograth creatures in play for scaling abilities. Having +3 to every one of those counts is very powerful. The biggest reason to play Emlob, though, is the Mist Hyren + Updraft combo. With enough creatures and/or a Deadwood Staff, Emlob can play Mist Hyrens for free and then Updraft them to gain 13 energy (Updraft costs 2 with penalty). Magi that can energize for 18 tend to win the game. Starting with a Mist Hyren pushes this over the top, because Emlob just needs to draw an Updraft from his setup magi and you get to play 3 copies of it, making this combo very consistent. So, the combination of an abusive combo and the ability to get a lot more value than average out of cards that count the number of creatures makes for a very strong magi.

Eryss – 5
Eryss is one of the game’s most consistent setup magi and probably goes first in almost every Bograth deck (unless you’re running Baa for a specific reason, like a Transformers setup). Since this isn’t obvious, as Eryss doesn’t say “draw cards” anywhere on her text box, I’ll explain. She has four starting cards, draws all of them, and plays all of them (plus the fifth card if it’s a card she can play). She then uses Gremble’s Parasitic Growth to discard the (maybe) one card left and draw 3. Then Fog Hyren draws 2 with Obscure Knowledge. Then draw another 2 cards for the turn. By the end of Eryss’ first turn, you have drawn 12 cards into your 40-card deck, which is more than 25% of your deck’s cards. From there, she can often last another couple turns to play additional card draw, and especially use Fog Hyren again (a good reason to Dreamwarp it as big as possible). Whatever your main magi is, Eryss will set them up for success with an extremely high degree of consistency. Also, never forget about Discordia. It almost never comes up, but when it does, it’s extremely strong.

Golthub – 3
You won’t want to play Golthub outside of dedicated Bograth/Core decks, having energize 4 is pretty horrible, even in Bograth where there’s a lot of small stuff. That said, her flip turn is still pretty good. Mire, unfortunately, is pretty bad since you don’t get to keep your cards in play. In a dedicated deck she’s good enough just for being dual-region.

Gorran – 3
Affinity and Jile-treats let Gorran play a for-fun Jile theme deck. It’s not competitive because Jiles are not synergistic in any way and none of them are particularly powerful. Jile and Forest Jile are some of the best ones, and she at least starts with one of each. Additionally, Gorran’s flip turn has access to the most energy a Bograth magi who isn’t All-High King Korg can get (at least on paper), and that’s nice. Since she doesn’t protect her puppers from removal and has a low energize rate, Gorran will lose steam pretty fast. Only use if you’re interested in fun more than winning. 

Grahnna – 4
Grahnna has great starting cards, and Share allows her to generate a lot more energy per turn than her four energize would suggest. As soon as she plays one creature, she has generated the normal five energy for the turn, and it gets better from there. In combination with a bunch of cards and Mirago, Grahnna can build a big board when she flips. From there, she just wants to keep playing creatuers and pumping them up. I highly recommend her for starting Bograth players because she’s simple and powerful. She also goes third in Transformers setups, which is another cool reason to run her (see Ninibom).

Keggerop – 3.5
Keggerop has a similar playstyle to Grahnna: he wants to swarm the board. Momentum wants him to trigger it on the last creature he intends to play each turn to get the biggest boost out of it. Discarding Black Stuff to Momentum is an easy way to reduce the cost to your board presence. Of note, unlike other similar abilities, Momentum counts the creature before it is discarded, meaning you get one more energy than you might think. Without Black Stuff, discarding one of your creatures matters quite a bit (less so on his flip turn, but it’s a real pain on every subsequent turn). Again, four energize is quite low. Momentum does offset this somewhat, but not if your opponent wipes your board, where Grahnna is more resilient.

Ninibom – 3.5
Okay, so the Transformers setup. In Bograth, Ninibom is almost never seen unless he is the fourth magi following Baa, Wiep, and Grahnna (a reference to the Universal Greeting in the Transformers toy franchise and why his subtitle is what it is). The power of the Transformers setup actually lies in Wiep and Grahnna’s Transform effect, which allows them to get a specific card from the discard pile when they flip over (though sadly not a Warrior’s Boots). With a Bog Stone, this means the Transformers can get a bunch of value from one-of tech choices or just play more copies of their best creatures. Ninibom then comes in and requires the opponent to stretch their resources a little more, which can sometimes be enough to take down the game. As an 8/7 magi, he pales in comparison to magi like Brog or Emlob, or even Grahnna herself.   

Obgren – 3
Obgren is a really interesting magi who was the main magi component of the original infinite energy deck at one point. Nowadays, Obgren doesn’t see much play because it’s difficult to know what to do with Delusions. 12/6 is quite nice, especially in Bograth, and his starting cards are all quite good. Of note, Obgren is the only Keeper who actually starts with the Staff of Keepers. He’s in a very unexplored state right now.

Olabra – 3.5
Olabra has a few things going for her. First, she is the biggest Bograth magi who is actually good (All-High King Korg and Gorran are the only ones who have a higher energy index). Second, Resilience allows Olabra to build large boards of creatures and worry a lot less about them getting blown up (Ormagon still works though). Third, starting Jile and Moss Pendant help her boost up her wide boards. Olabra doesn’t have a specific niche, but these traits combine to make her pretty solid as a follow-up to your primary magi, as she doesn’t need specific cards to be good, making her just pretty good in a good deck.

Phlouk – 3.5
Phlouk’s Ring Testing power is one of the coolest powers in the game. It allows him to do some really neat stuff. First of all, Ring Testing works well with creatures that discard themselves and/or creatures whose power needs to be used before the Attack Step. Cards like Moss Quido and Ainjer become strong in Phlouk’s hands where normally they are pretty lackluster. On the other hand, Phlouk can use Ring Testing on a Swamp Hyren to get a big discount from Nightmare Gate. This works really well when he flips over. You can just spend his energy down to lower than eight and discard the Hyren, or keep it in play, whichever works best. A surprise Swamp Moga before combat is also a pretty nice way to use Ring Testing after Phlouk has already established a board. There are a ton of uses for his power and he’s probably the most fun Bograth magi to build around.

Whilp – 3
Plague is better than it looks, since it’s always energy efficient damage even if it only hits one creature. Situations where it will harm your own cards are also quite rare. Against decks with multiples of a specific creature or against tribal decks in particular, Plague gets a lot better. That said, this magi is never amazing and you can’t control whether or not Plague will be powerful.

Wiep – 3.5
Wiep is only really ever played in the Transformers setup where he’s just fine. If he can kill one opposing magi, that exceeds expectations. That said, he starts with some ways to blow stuff up. Darkness is extremely expensive but can blow up the world, and Spirit Drain is Bograth’s main tool for killing magi. Power Drain, like Eryss’ Discordia effect, rarely comes into play but when it does it’s very powerful.

Yog – 3.5
Played straight up, Yog can be fine as a last resort magi. Turn can set up flip kills pretty easily, and she mostly guarantees a second piece of removal in Yog’s Maul. Having a 3 energize after using Turn means she won’t last more than a couple turns after her initial burst of strength. There is one specific deck, built by Me, Silly which pushes Yog to a 3.5 build-around. In that deck, Orwin interchanges back and forth between Yog, allowing her to steal a creature each time she flips up. Outside of that exact deck, Yog should only go in your deck if you’re looking for an aggressive burst to finish the game after your main magi goes down. 

Magi: TLDR

5
Emlob
Eryss

4
Baa
Blygt
Brog
Brog, Swamp Thug
Grahnna

3.5
Drig
Keggerop
Ninibom
Olabra
Phlouk
Wiep
Yog

3
Abger
Golthub
Gorran
Obgren

2.5
Bulomp

2
All-High King Korg

1
N/A

Creatures

Ainjer – 3.5
Ainjer has a lot of setup cost but can be a hyper-efficient removal “spell” if you can set him up. He needs two things: a bunch of creatures in play (Emlob or Bog Stench help here), and a way to cheat him into play (Phlouk, Crushing Stench, Trulb Horde, Warrior’s Boots, etc). If you can manage to do this, Ainjer can kill even large burrowed creatures for the low, low cost of one energy and that’s very powerful.

Black Stuff – 5
This card is easily the best creature in the region. Regenerate allows you to always have a body in play. The thing can even attack, if that’s what you decide to do with it, but it has so many options. Anything that requires you to discard a creature (Yog’s Maul is a particularly good one) becomes much better with this guy. It also helps you get your creature count up for the payoff cards while maintaining card economy. A lot of times, you can build a big board and then lose because you don’t have resources in hand after a board wipe. Black Stuff helps you climb back from those spots.

Bleph – 3
Bleph can work as an efficient attacker, trading up with Bleph-Fu, but it has to survive a round first or you have to spend a valuable Boots effect on this, which is often not that impactful.

Bog Wellisk – 4
Dream Draft just lets you play a 3-energy creature for free on your opponent’s turn. That’s insane, even given the fact that you can’t always do it. It’s never overpowered, but it’s so stinking energy efficient that you can’t really go wrong with this guy in your deck.

Bolobog – 3
This guy is very similar to Ainjer, but Strengthen is less impactful than Grr. Building one big creature isn’t typically what Bograth wants to do. It’s not bad by any means, but Bolobog typically only sees competitive play as a starting card. There are better options.

Creeping Ainjer – 2.5
Strong, narrow effect. Doesn’t go in the deck.

Flame Trulb – 4
The first many times I read this card Familiarity was very confusing so here’s the DL: 1) Bograth/Cald decks are not a thing, 2) They see themselves so the first one you play grows to 3, and if you have multiples they become 4, then 5 energy when they hit play. That’s awesome. They’re also Trulbs for cards that care about that sort of thing.

Fog Hyren – 4
The only reason this isn’t a 5 is that it’s a big creature in Bograth, and those aren’t normally what you want. That said, you can Dreamwarp this thing down to 4 if you want. The flexibility of a creature you can play with anywhere from 4-8 energy combined with Obscure Knowledge which (in Bograth) is 2 energy for 2 cards makes for an exceptionally solid creature.

Furlosk – 1
Bograth/Naroom decks are not real. Even if they were, Companionship would still make this card a huge liability, even post-errata where they changed it from “and” to “or”. The benefits of Swamp Lore and Forest Power are real, but all they have to do is kill off your other stuff and you’re eating a 7-energy loss for free. That’s too big to recover from.

Glablit – 3.5
Glablit does two things: One, he lets you actually play Zungg Swarm, which can be an immensely powerful spell. Two, he allows you to play the Voice of the Storms spell, generating a ton of energy on a Bograth board full of little critters. These are both very powerful things.

Green Stuff – 4
A free creature is a really good deal. Also, if they don’t deal with your free card, it has an energize rate. Another hyper-efficient guy. You do have to watch out because it’s pretty low-impact by itself.

Gremble – 3
This card is usually only played because of Eryss. At most other times during a normal game, you will have more than three cards in your hand and you won’t want to use Parasitic Growth. When you’re low on cards though, it’s pretty nice. As a result, this card combines with Mirago pretty well.

Gwaeg – 2.5
There’s nothing bad to say about Gwaeg. It lets you play Wudge in Bograth decks but A) there are dual-region magi already and 2) you can’t do that consistently. Escape is fine but they can play around it if they want.

Jile – 3
Jile is a little bit too big compared to most Bograth creatures and it’s a removal-magnet. In the rare situation where your opponent doesn’t kill it, Vitalize is quite strong. Its potential is above a 3, but in practice that’s the amount of board impact this creature has.

Looph – 3
Looph getting to attack and trigger Regroup allows you to keep up the pressure. It also lets Brog cycle and play creatures mid-combat with Great Throne Mushrooms. The best thing to Regroup into is probably a Wither Twee, but Bleph isn’t bad either. You’re paying all costs for Regroup, so bear that in mind.

Makoor – 3.5
This card has an entire deck type/power turn named after it: the Makoor Bomb. It’s not too complicated in theory. You just use Onslaught and blow stuff up. In practice, this requires lots of math but otherwise it’s very powerful. Of note, you can use Ruid to turn your creatures into Core creatures so they don’t die to your own Onslaught if you don’t want them to.

Mirago – 4
Bograth can draw a lot of cards, and sometimes Extra Focus lets you use those resources to make your small creatures much more impactful on board. At worst, it’s a 2-energy Shifty creature, which is just fine, but it has a high ceiling when trying to swarm, even if you’re not using specific discard pile synergies. It gets better with Transform, Black Stuff (works with everything), Blygt, and Bog Stone.

Mist Hyren – 3.5
Part of the Emlob + Updraft combo with Deadwood Staff. Doesn’t see play apart from that, but that’s a very strong combo. You can also just attack with it because it’s huge.

Moob – 2
They errata’ed the hell out of this poor little thing. Now it just doesn’t work. As printed, it was completely disgusting though.

Moss Quido – 3.5
They had to errata Moss Quido because it was too powerful, so that’s a good start. Capped at a maximum of four cards, Dark Secrets is still incredibly efficient draw power if you can get it. You need four other creatures out before the Attack Step, so like with Ainjer you want Black Stuff and ways to cheat. It’s a great payoff card that keeps the engine of your deck working.

Moss Trulb – 3.5
Multiply is an efficient-to-awesome power that grows this card at the expense of your opponent’s board. The only cost is that you must run Trulbs. Flame Trulb is already a solid card, as is regular Trulb, so having nine Trulb creatures in your deck is actually completely fine. Given that, this card can be really good, especially if your opponent is trying to swarm.

Muck Vinoc – 3.5
While this isn’t the kind of card you want many copies of, having access to a one-of way to kill giant creatures is nice. Grapple takes a little bit of work, so certain magi are going to get more out of this card than others. Drig and Grahnna are great examples, as is anyone with a Moss Pendant.

Muggum – 2.5
In Bograth, you don’t have burrow synergy like you do in Underneath. Coupled with the fact that most of your stuff is very small anyway, and you have a worse card than in Underneath. That said, burrowing some Jiles for a round so they can actually survive is pretty nice. There are plenty of situations in swarm decks where burrowing one or two key creatures gives you a bunch of resilience. You don’t see a lot of this adorable mushroom crab but it has its uses.

Mydra – 3
While tough to attack into, people run Crushing spells and that feels really sad. Dreamwarping up to five energy doesn’t really help too much in that regard either. If they don’t have spells or powers to deal with your Mydra it’ll be great for you but they always do in competitive.

N’kala – 4
This card provides a body anywhere from 2-4 energy and Support is just free energy on your magi. What’s not to love?

Ooze Arboll – 3
You’d normally much rather have this guy than a Bolobog, even though it costs one more energy to add the same total amount. First, you don’t have to cheat this in before the Attack Step. Second, spreading the energy wide is more often where Bograth wants to go. That said, it’s still not amazing.

Poison Baloo Root – 4
Like a lot of Bograth/Paradwyn dual-region creatures, Dreamwarp gives this thing a flexible cost (here from 3-5). That’s cool. Wither is also just good. I spent many years thinking this card was bad and it just isn’t. If they have even two creatures in play Wither is really nice and it scales very well. Also like N’kala, decks tend not to run many copies of this creature but it’s quite solid.

Pyder – 1
IT’S A TRAP! This card permanently sets your magi to one energy. What happens then is they Shockwave your Pyder and easily kill you. Summoning is nice and all, but when it opens you up to dying like Pyder does, the payoff has to be a lot better than making already cheap creatures even cheaper.

Quido Swarm – 3
This card is super funky. You can’t play it onto an empty board because it just dies (unless you’re Emlob). Its cost fluctuates with how many creatures you have out, so when you’re doing really well it becomes prohibitively expensive. It also plays very well with Dream Balm: play one creature, play this, play all your other stuff, restore it to its full size. You have to constantly check how big this thing is. Sometimes your opponent can’t kill it or won’t want to, and I’ve seen it run over people. It’s quite uncommon though.

Rot Arboll – 3
Blight is very annoying, even if it suffers from diminishing returns. Dropping a bunch of these guys right before your opponent has a power turn can make their life difficult. It’s easy to kill a Rot Arboll, but Shifty helps a little and they might have to sequence their plays in an awkward manner to really play around this card. You don’t see a lot of it, but it’s completely fine.

Rous – 2.5
“If all your ROUS are ROUS, discard ROUS”. Even though this card will kill itself to the Myth effect in every single game in which it sees play (though you can Belt the Myth), Hit is really good. If Myth simply discarded some energy from the ROUS, this card would be pretty strong. As is, the best thing about it is that it’s one of the Three Terrors of the Fireswamp.

Ruid – 3
Invigorate is awesome if this creature lives long enough. Mutate allows it to control the outcome of your Makoor Bomb turns to a greater degree. Don’t know of other uses for the card, and it tends to only see play in Makoor Bomb decks as a result. In a normal deck, N’kala is just a better way to give your magi energy because that energy is immediate.

Sarazen Outcast – 2.5
Too narrow against almost all competitive decks, as Tribal themes aren’t very common.

Slarnath – 4
Drawing cards is good. Drawing one card for one energy is very nice. This is almost always active, especially in decks that can draw a lot of cards, which this helps accomplish.

Sludge Hyren – 3.5
I haven’t seen a deck configured in such a way that Creeping Growth becomes powerful, but the potential is certainly there.

Swamp Hyren – 3.5
Too expensive for most Bograth magi to play straight-up. Nightmare Gate is a powerful ability offset by the cost of the creature to which it’s attached. Note that it affects “cards” and not just creatures like Pyder. Watch out you don’t make relics more expensive, but otherwise this is great. Finding a way to cheat this card into play can give you really powerful flip turns.

Swamp Moga – 3.5
Another good payoff to cheat into play prior to attacks. With a lot of small creatures, sometimes they have trouble attacking into big stuff, and Roar provides you a way to trade up over and over, which is really good value.

Swamp Weebo – 3.5
Requires a ton of setup, but Devitalize can blow up your opponent’s entire board under the right conditions. Grahnna and Keggerop are particularly well suited to enabling this type of play. Grahnna + her starting Mirago can set Swamp Weebo to five energy, and Keggerop’s Momentum can do that pretty much at will.

Taglat – 3
As a 4-6 energy creature, Taglat is a bit expensive for what many Bograth decks want to do. However, Dream Cross is a powerful and fun ability that gives creative players a lot of neat tools. So, while you don’t see this a lot because it’s not particularly aggressive and it doesn’t help you activate your own deck’s combos, I certainly wouldn’t fault any player for putting one of these cards in their deck. If nothing else, this can copy Rayje’s Belt.

Tar Hyren – 3
More annoying than good. It’s too expensive for what it does, and a six energy creature wants to survive combat while Cling wants it to die. Cheating this in is useful, but only Trulb Horde really lets Tar Hyren do its thing since the other cards either cost the full amount (Boots) or prevent the creature from attacking. Certainly better in Bograth than in Core.

Torpar – 3.5
In Bograth, Community combines well with Drig, Ooze Arboll, Moss Pendant, and Wither Twee, all of which are at least playable. Protection also gives your swarm strategy a protective layer against spell and power damage, which is quite valuable. The only drawback to Torpar is that it’s a bit expensive at 3 energy. For instance, Drig can’t play a Torpar and use Leech off one energize.

Treepsh – 4
Treepsh is almost always included in Bograth decks as a three-of. Supply can draw two cards for two energy, giving you another tool to dig through your deck. If you don’t need the draw power, Watchful allows Treepsh to protect your big swarm boards from getting blown up (Ormagon still works). Both of these modes are fantastic.

Trulb – 3.5
Trulb’s Dream Hatch means the adorable guy is never in play for too long, making it a poor choice for aggressive or swarming strategies most of the time. However, in Bograth combo decks, Trulb is incredible, allowing you to churn through your deck very fast, sometimes finding specific creatures, sometimes just finding anything. Dream Hatch + Great Throne Mushrooms is a very powerful draw engine.

Umbu – 3.5
Umbu also combines really well with cards that discard your own creature for benefit. This card can pull double duty as a Bograth creature for cards which count them while at the same time dealing with opposing relics. Be careful you don’t accidentally Mud Clod your own card, because the effect is mandatory!

Vard – 3
Another way to make a free creature. This is the worst of the three (Green Stuff and Bog Wellisk), but it’s still fine. Turning off when you have more creatures in play isn’t terrible.

Wither Twee – 3.5
Sweet Rot is really powerful. Try to make sure you get to trigger it. That means cheating this card into play with Warrior’s Boots, Looph, or Trulb Horde specifically. The opponent attacks into this a surprising amount of the time though.

Zungg – 5
Zungg is an automatic 3-of in Bograth decks because it’s extremely efficient, even if it only gets to Gnaw once. You’re paying 1, getting 2 on board, and dealing 1 to your opponent’s board. That’s 1 energy spent and 3 energy worth of value.


Creatures: TLDR

5
Black Stuff
Zungg

4
Bog Wellisk
Flame Trulb
Fog Hyren
Green Stuff
Mirago
N’kala
Poison Baloo Root
Slarnath
Treepsh

3.5
Ainjer
Glablit
Makoor
Mist Hyren
Moss Quido
Moss Trulb
Muck Vinoc
Sludge Hyren
Swamp Hyren
Swamp Moga
Swamp Weebo
Torpar
Trulb
Umbu
Wither Twee

3
Bleph
Bolobog
Gremble
Jile
Looph
Mydra
Ooze Arboll
Quido Swarm
Rot Arboll
Ruid
Taglat
Tar Hyren
Vard

2.5
Creeping Ainjer
Gwaeg
Muggum
Rous
Sarazen Outcast

2
Moob

1
Furlosk
Pyder




Relics
Blygt’s Ring – 3.5
Not one of the better Purity rings. Still, it’s not a bad payoff for playing only Bograth cards. A lot of Bograth decks want to do that naturally since the cards reference “number of Bograth creatures”.

Bog Stone – 4
While it is expensive to use, Rummage lets you continually make use of your key Bograth creatures, especially those that discard themselves from play.

Crown of Grath – 3
Mostly Regal Presence is mostly not that useful. It’s not exactly a bad card but it doesn’t do quite enough to protect your cards.

Deadwood Staff – 3.5
Mostly seen with Emlob + Mist Hyren + Updraft. Could also help you play your big Sludge Hyrens.

Great Pool of Wisdom – 2.5
It’s fine because it doesn’t cost any energy, but it does cost you a card slot and does nothing often enough that you’re probably better off leaving this one at home.

Great Throne Mushrooms – 5
Enduring Renewal is pretty ridiculous. When one of your creatures dies for any reason, you can basically get a Hordes trigger from Baa. You have to have energy reserves on your magi to make use of this tool, but even if you don’t have enough to cover your whole board, you can still get a lot of extra value here.

Heart of Paradise – 2.5
The alternate win condition on Korg’s War never, ever happens. This is just a second copy of Water of Life with a drawback. Just play Water of Life if that’s what you’re into, unless you’re also trying to use Blygt’s Ring that is.

Korg’s Poetry – 2
Korg is bad, so this card is also bad. It’s too expensive for Performance Art alone, and the other two effects don’t do anything. Unless you’re trolling people.

Korg’s Sceptre – 1
This card is even worse. Just play Poison Baloo Root if you want this kind of effect. The cost is way too high for the effect.

Moob Ring – 4
Protects your hand and turns all your creatures into Treepsh on defense. That’s a lot of value. Works best with Black Stuff which comes right back after protecting the team.

Moss Pendant – 3.5
It’s a little expensive to keep using Decay over and over, so ideally you have a good reason to do that. It’s still a way to pump the whole team and does enough good things to warrant inclusion in swarm-style decks.

Muck Shovel – 2
I’m going to be honest, I have no idea what to do with this card. You can get value from Quido Swarm sometimes. You can try to make Moob happen. None of that seems particularly useful. It also seems too expensive.

Olabra’s Staff – 2
Skipping your attack step is awkward. What are you pumping your team for if you don’t want to attack? Too conditional.

Slime Stone – 3.5
Bograth has Sneak Attack. Even though that’s about the extent of it, there’s also always the combo of Grand Nightmares + Dream Balm which works on anything that survives the round (Black Stuff is so good).

Statement of Core Values – 2
This card is awful. It only goes in Bograth/Core decks but that’s fine. All-High King Korg can’t play it. Uh oh. Bograth creatures are already tiny so Pals doesn’t really matter. As a matter of fact, an active Pals makes your Green Stuff cost 1 so avoid that pitfall. Buddies can be pretty good, especially on those flip turns. The problem is, you somehow need to generate 3 discounted creatures for this card to earn start profiting, and you have to accomplish that the turn you play it to be sure you’ll get enough value.

Trulb Bracelet – 3.5
Costs 2 to get into play, which is bad. Requires you to play lots of Trulbs, but as we established in the Moss Trulb entry, that’s totally fine. The first time you use Sweet Sorrow, you’re paying 2 to draw 2-3 cards and discard your Trulb. That’s about even or possibly a little less than. If you use Sweet Sorrow a second time, the card starts to look pretty appealing.

Yog’s Maul – 3.5
Black Stuff. Emlob. Even a Bog Stench turn is pretty nice with this card. While it doesn’t help you against Burrowed creatures (you have Ainjer, Muck Vinoc, and Muck Rain for those), Yog’s Maul can kill big creatures with the greatest of ease. Repeatedly. That’s a good card. It does require you to actually have a board built up though, so it’s not quite a 4.
 
Relics: TLDR

5
Great Throne Mushrooms

4
Bog Stone
Moob Ring

3.5
Blygt’s Ring
Deadwood Staff
Moss Pendant
Slime Stone
Trulb Bracelet
Yog’s Maul

3
Crown of Grath

2.5
Great Pool of Wisdom
Heart of Paradise

2
Korg’s Poetry
Muck Shovel
Olabra’s Staff
Statement of Core Values

1
Korg’s Sceptre


Spells

Ainjer Swarm – 2.5
Very cheap, but this is relatively low impact for not being allowed to play it 100% of the time. You want bigger, better effects than this out of your non-creature cards. Again, you could just play a Poison Baloo Root.

Bog Stench – 3.5
This card does nothing whatsoever by itself. It is the definition of an enabler, making your other cards better. Not every deck runs this card, but I’ve seen 1, 2, and 3 copies in different deck lists, all of which were good. You do need to play multiple cards that benefit from the effect in the same turn to make it worth the investment of a card though.

Creeping Chill – 1
KT/Bograth is not real. I wish it was.

Crushing Stench – 4
Though it doesn’t specify on the card text, you don’t have to pay costs for the creature you play off this card. There are a great many Bograth creatures that want to be in play before the attack step. For all those which don’t actually need to attack, this card is extremely good at getting them into play.

Darkness – 3
So expensive. Requires your board to survive. Probably best on Olabra as a result, but Wiep starts with one, meaning you often only see it in the Transformers deck. Very powerful though. You need to Shockwave at least two creatures with this to make it remotely worthwhile. Three preferably. Above three and you did it.

Frenzy – 3.5
Frenzy also boosts your opponent’s board. While this might help you make friends in multiplayer, in one-v-one battles, that’s quite a liability. Sure, you’re supposed to have more creatures than they do, but even so. Splashing Jip in your Bograth decks is a good reason to run this card though.

Lightning Sand – 2.5
Helps protect against attacks. Otherwise Moob Ring and/or Treepsh cost less and are better.

Muck Rain – 3.5
I rate this a 3.5 not because of any specific thing you have to do to make it work, but more because of its highly variable nature. Against Nar magi, Core Magi, Quilla, etc. this card can be dead in hand a lot of the time. Emlob makes it much better, as does Bog Stench. Muck Vinoc can be easier to set up a lot of the time, but this can hit smaller targets which might be frustrating otherwise.

Mud Bubble – 4
Very similar to Bog Stone, this card lets you recycle your key creature and helps you draw cards in the process. The card draw helps offset the spell’s actual cost, as 2 energy for 1 card is on rate, and you’re really getting 2 cards.

Mydra Swarm – 2
Before errata this card was a house. Now, it’s a minor annoyance.

Ominous Chill – 3
While it’s less total energy than Swamp Moga, the fact you need to discard one of those potential attackers does hurt this card, as there will be situations where this becomes unplayable. However, the two effects do stack up nicely together. Again, Black Stuff.

Sneak Attack – 3.5
What an annoying card. While Bograth does not have access to Kioko or Bagala Fangs to mess abuse Sneak Attack, it does have Slime Stone. Additionally, cheating in a big creature with Crushing Stench or Trulb Horde is a good way to combine well with Sneak Attack.

Spirit Drain – 4
Competitive decks draw lots of cards. In that environment, this card just says kill a magi who has no creatures in play. Bograth has a bunch of good ways to deal with creatures.

Spirit of Bograth – 3.5
If you’re looking to swarm the board, having 5-ish extra energy on your flip turn sure helps you accomplish that goal. It’s a lot of air in combo decks though, so they can’t really run this card that well. Works pretty well in Transformers since they have one additional opportunity to play it.

Trulb Horde – 4
Energy neutral way to cheat your creature in before attacks. This comes up as useful quite a lot.

Trulbble! – 3
This card is Trulb Bracelet but all at once. Trulb Bracelet is much better because it’s better card economy. The Bracelet gets to stay in play and be useful again later. The spell version doesn’t.

Vard Stampede – 4
You should almost always run at least one copy of this card in Bograth, regardless of what your deck is doing. This effect is insanely powerful. You get to blow up all their relics and their Shadow Geyser or Dream Channel or Crystallize or whatever. Four creatures is a minimal cost.

Zungg Swarm – 3.5
One of the more powerful effects in the game, this card requires a massive 7 dual-region Bograth/Core creatures before you can play it. Without Glablit, this is an impossible task. Even with Glablit, seven bodies is a lot to ask on a turn when you need six extra energy to play the spell. If you can pull it off though, you effectively kill your opponent’s entire board.





Spells: TLDR

5
N/A

4
Crushing Stench
Mud Bubble
Spirit Drain
Trulb Horde
Vard Stampede

3.5
Bog Stench
Frenzy
Muck Rain
Sneak Attack
Zungg Swarm

3
Darkness
Ominous Chill
Trulbble!

2.5
Ainjer Swarm
Lightning Sand

2
Mydra Swarm

1
Creeping Chill


Find all the regional reviews on the Magi-Nation Duel hub page

Friday, March 22, 2019

MND Regional Reviews: d'Resh


Welcome to another Magi-Nation Duel Regional card review, by Kroodhaxthekrood!  We'll be featuring these reviews once or twice a week on the blog, and linking all of them in one place on the main Magi-Nation Duel page here on this blog!  Enjoy!


Magi-Nation Card Review
d’Resh
by Kroodhaxthekrood
Rating Scale
Magi-Nation Duel has only one traditional format, Constructed, where all cards are legal except for a limited few. Cards will be rated in this context with the rating scale shown below. These grades do not tell the whole story and should be viewed in the context of the writing which accompanies them.

1: Unplayable. Actively bad or detrimental to your board own board in some way.
2: Low-Impact. Not actively bad but doesn’t do a whole lot. 
2.5: A little better than “meh”.
3: Role Player. Cards which are simply not played as much but either could be good given
    support or are at least decent or fun options.
3.5: Very strong with the required support.
4: Staple. Strong cards which see lots of play (or should) but are not completely busted.
5: All-star. Practically an auto-include in most if not all of decks from that region. 

Now, on with the show:

Magi
Ahron – 3.5
Ahron is a weird magi. d’Resh isn’t a defensive region, so Dust Cloud feels a bit out of place. Then again, d’Resh just has a lot of weird stuff going on. He’s got very nice starting cards which is a bit of a theme in d’Resh as a whole and his energy numbers are at the low end of playable but still fine. What Ahron does is give your deck game against big, stompy decks that are trying to attack you in the face and kill you (as long as Ahron can keep some energy on him). He’s less of a build-around and more of a metagame choice. If your play group likes to play giant guys and attack with them, consider Ahron.

Dakat – 3
Good energy numbers is a start. Déjà Vu is actually a nice power although you won’t use it every turn. It allows you to make plays like using a Desiccate to kill the opponent’s biggest creature then turning your worst card in hand into a Desiccate for their second-biggest creature that only costs 2. He also gets to double Crushing Sands which can decimate the opponent’s board if done properly. The problem with this guy is that his starting cards have no synergy with either each other or with Déjà Vu. In normal regions that wouldn’t matter quite so much, but d’Resh keys off of starting cards in a big way.

Dey – 3.5
Dey is a very interesting deck-building challenge. His starting cards want him to play Olum tribal which is actually a pretty nice swarm strategy. His effect wants you not to have that many creatures in play, which is anti-synergy with Olum tribal swarm. Balance can be a powerful effect in the right circumstances though, so building your deck in such a way that he can choose which path to take becomes an interesting game.

D’Jarvish – 3
While he’s a burrow magi in Underneath, in d’Resh D’Jarvish is an Illusion magi. He starts with Sikra, one of the better Illusion creatures, Escape helps against Shockwave effects which are some of the more efficient ways to answer Illusion creatures, and Strengthen helps give your Illusions more energy. This is all fine but none of it is outright powerful. Additionally, despite being a dual-region magi, there is very little reason to mix his two regions’ cards which means his dual-region status is basically not a benefit. He’s better in Underneath simply because Escape is much more annoying in concert with Burrow than it is with Illusions.

Drajan – 5
This guy is a jerk. Fight is obviously annoying. It shuts off powers that cost the creature’s starting energy amount (like Ormagon) and makes others cost much more (like Sea Barl’s Lore which would kill the Barl). Still, not every deck has lots of powers on their creatures. But the ones that don’t get hosed by “Fair” (like most decks do). Think about how many creatures have effects that trigger during attacks. Cawh, all of Kybar’s Teeth, Furok, Chaos Plith, Jungle Stalkers’ Hunt triggers… It’s an endless list. Boom. None of them work. Add to that very good energy numbers at 15/5 and very good starting cards and you see why almost every d’Resh deck uses Drajan in the third spot: He’s generically powerful in a region with a lot of themes and he has access to your discard pile via Sand Cape.

d’Rasha – 3
d’Rasha is a fun alternative setup magi. Foretelling is a good power since it lets you control your draw step in a big way. 12/5 is just slightly below playable in competitive, especially since she plays like a 12/4 magi because you want to use her power every turn. This is the biggest factor keeping her out of competitive decks. She does cool things though. For example, she can set up turn one Obsis if you go first, allowing you to (maybe) Sandaclysm all their stuff on turn two before playing other creatures and drawing you cards from Szhar’s Legacy. This puts Szhar into your discard pile to Recur when your next magi flips, if you so desire. The other thing d’Rasha does is set up Daydreams (which is basically unplayable on lackey but really cool IRL).

Gherish – 4
For me, Gherish is the most difficult d’Resh magi to rate. His basic metrics are off the charts good, especially his starting cards which are three of the best cards in the region. Habob + Drift is a combo that lets Gherish energize for 7 by taking energy away from his board. 14/7 is the best, but the -2 to board means you have to work really hard to play as an effective 14/7 because obviously they’ll kill your Habob. Darbok is a nice way to try to do this, by bouncing and re-playing creatures. Illusions can sort-of help. Basically, you have to work for it. Abrade is nice incidental damage that can stack up quickly against decks like Paradwyn that use a lot of powers. The opponent has to play into it, but it’s so powerful against the right decks that it can be very difficult to manage. Also, starting Forgotten Tales is great and can help magi like Nahara get going early. Overall, I would say Gherish is a 4 in d’Resh since his starting cards are so strong. Tales can get back his Habob for Drift shenanigans or do something else that’s cool. Starting Izmer combined with his own Abrade effect can be really mean. You can build around Drift to try to maximize it but I don’t think Gherish requires it of you.

Harresh – 4
Like Drajan, Harresh goes in the vast majority of d’Resh decks, this time in the first slot. Again we see good energy numbers at 15/5 and great starting cards. Bottled City is an especially good play on turn one (before you Time Shuffle!) because you can Capture the opponent and look through at least some of their deck to gain some information about what cards you’re looking for. Harresh doesn’t do anything broken; her power makes her effectively Evu with card selection (energize: 4 since you’re using Time Shuffle every turn, draws 4 but puts 1 away is like drawing 3 but a bit better). Her starting cards just give your deck a consistently powerful opening and starts to craft your hand for the rest of the game. Not broken, but very strong.

Hasseth – 3.5
Here’s a powerhouse Illusion magi. Master Illusionist draws cards. This is good. Banish turns these cards into removal. This is also strong. Because of how resource-intensive Banish is, you don’t want to put Hasseth in the starting spot. He also doesn’t start with any Illusions and has a Sand Cape. 12/5 is low but offset slightly by your deck type giving you natural energy advantages on board. Olum is a wasted starting card but whatever.

Korremar, Avatar – 3.5
Here’s your other powerhouse Illusion magi. He’s heavily anti-Core (flavor reasons), but this doesn’t really matter much a lot of the time. What matters is he’s big, he gets Avatar’s Staff to protect himself from the natural weakness of Illusion decks, and Wisdom is very aggressive.

Mohani – 3.5
Imbue Spell is really cool. With access to a bunch of cards, Mohani can leverage the energy on Illusions or other interesting creatures to play a bunch more removal spells than a normal magi would be able to. For instance, she always starts with Habob + Heat of Day. Heat of Day costs 2, Habob has energize: 2. This is a natural combo but it’s the floor for Mohani rather than the ceiling. The challenge with Mohani is to find creatures that want to discard themselves, Illusions which don’t care as much about spending the energy, or what have you and combine them with removal spells, most of which cost 4-5 energy. Szhar is nice, for example, because you can Imbue a Desiccate onto it (costs the same) but now you’re drawing cards when you Desiccate because of Legacy.

Nahara – 3.5
This magi is crazy. Nahara starts Forgotten Tales, which is one of the best cards in the region and the best card for Nahara specifically. Nahara wants to fill the discard pile in order to abuse it with Remembrance. You’ll often look to creatures from outside of d’Resh for this power. The best one I’ve found is Xyx’s Shock. d’Resh naturally has a hard time killing magi, and access to this power allows Nahara to find the finishing blows better than almost any other magi in the region. Nahara has two weaknesses: First, sometimes the discard pile shuffles back into your deck making Remembrance useless. Second, Nahara’s 12/6 energy numbers combined with the aggressive play pattern mean that after you’ve killed one magi you’ll probably just get revenge killed very easily. But that’s often fine because you get to bring out Drajan last, so….

Nashiq – 3
Here’s another magi who wants to fill up the discard pile. If you can make Salvage work every turn, it’s insane, giving you an effective 16/7 magi. The problem is you can’t do that. It’s just not possible. For one thing, Salvage requires a stocked discard pile and controlling what goes in there is difficult, as Forgotten Tales and Maelstrom Flask are both random. For another, you need 3-of copies of most of your cards. This isn’t necessarily bad. Most decks want this, but it makes one-of tech cards much worse because you can’t discount them. Also, you need to be playing cards that are expensive enough so the discount actually matters, and when you can’t Salvage then you’ve got a 4-energize magi. Finally, Nashiq doesn’t help you fill the discard pile at all with her starting cards, and, like Nahara, basically has to go second. Nahara gets Tales while Nashiq doesn’t. I haven’t really tried to break Salvage and I’ve never seen it done, but this is a magi who could potentially go up in rating if someone figure her out. Right now, I think she’s a fun idea but not quite good enough for the competitive scene.

Nymat – 3
Nymat is fine. Like Ahron, his effect helps out against decks that play giant creatures. Unlike Ahron, Sandstorm isn’t really going to be terribly impactful. It’s free to use though.

Risha – 4
Risha is the biggest magi you can play in d’Resh, as long as you activate Insight every turn (16/6 is better than Korremar, Avatar’s 15/6). Even if you don’t have an Oracle in hand, you get to find one with her starting draw, so you’ll have at least one to Insight with. Oracles are pretty good cards and have synergy with each other. Glorious Prophecy is a dream that will never come true but that’s okay because Risha is just fine without it. You don’t have to put all six in your deck if you don’t want to. She’ll still be good as long as you’ve got 3 Bone Grags.

Salara – 3
Here’s the fourth and final Illusion magi. Salara will likely boost your creatures more than D’Jarvish when your opponent is kind enough to let Spellcraft trigger, but if they don’t play into it, she’s pretty vanilla. Still, punishing your opponent for playing spells isn’t horrible and four energy is a ton.

Ythra – 3.5
You need to play a lot of spells to make Ythra good. When you do though, she becomes probably the most powerful magi in the region. In super spell-heavy decks, some people use Clarity as a setup mechanic. I don’t like this very much. It’s just not as consistent as Harresh or what other decks can do, and Ythra needs a grip full of cards to become powerful. Her starting cards alone don’t give her that. Clarity is great at continuing to draw cards after you already have a bunch, keeping the train rolling. Prodigy is energy advantage (often very large) stapled to a way to get around burrow in a burn deck. d’Resh is very good at making burn decks. She also has good energy numbers and a built-in way to gain energy advantage, meaning her 14/5 goes farther than it looks. Last, starting Sunburn is just rude.
 
Magi: TLDR

5
Drajan

4
Gherish
Harresh
Risha

3.5
Ahron
Dey
Hasseth
Korremar, Avatar
Mohani
Nahara
Ythra

3
Dakat
D’Jarvish
d’Rasha
Nashiq
Nymat
Salara

2.5
N/A

2
N/A

1
N/A


Creatures

Ababila – 2.5
Ababila has a really cute name. It’s Ali Baba spelled backwards, which is why he’s a Thief and why Korremar wants 40 of them. Get it? Also, his effects are Stop! Thief. Unfortunately, that’s the best part about this critter. He’s small enough where Stop! often doesn’t matter but expensive enough to take up most of your energize step. Also, Crushings.

Beeb – 3
Two energy to deal five is a great deal. It’s very conditional though.

Bone Grag – 4
This card is close to a 5 for the amount of energy it can generate, but one of them by itself doesn’t get you there. If you have multiple copies, it’s insane.

Bulabantu – 4
Costs 5, generates 8 energy worth of value, removes small creatures. Efficient.

Cactus Dryte – 3
This has two conditionally strong effects with different targets, which can be enough to include it as a tech choice, especially if you’re using Korremar, Avatar who gets to do so for as close to free as you can get. It’s still a 4-energy Crushing target that might not have an effect on the game.

Cactus Hyren – 3
Big boi that fights other big bois. That’s fine. The problem is that there’s not a single d’Resh magi who can play this off one energize step except Gherish if he has Drift available. Also, it’s slow.

Chasm Jile – 2.5
This is a Weave card. In d’Resh there’s really no way to set up Dreamform.

Circling Darbok – 3.5
Passing Shadow is cool as some extra card draw in a burn deck. I say a burn deck because then you can kill the creature during PRS 2, after you’ve played Circling Darbok. You don’t want too many of these though. Probably two at the max.

Craw – 3.5
This is my favorite card in all of Traitor’s Reach. Discard pile d’Resh shenanigans get so much more fun if you have access to at least one of this card in your deck alongside Sand Cape. While expensive, Sift for Sand Cape lets you continue to recur Craw, who in turn lets you have constant access to the many strong d’Resh relics (especially those that discard themselves like Bottled City or Aubra’s Canteen.

Darbok – 4
Divebomb can be built around to make it better, but you don’t need to do that. You can just put this in most decks with creatures and make Divebomb good. Four damage is a good chunk.

Drahkar – 3
I used to like this card a lot. I find that, at six energy to play, it’s too expensive even when you’re gaining five energy on board and potentially removing 3 from your opponent with Dominate. I think one copy is a fine inclusion but I’m never thrilled about it. 

Habob – 4
Look, they always kill this card but it’s nice to dream isn’t it? The errata on Serve actually makes it better, which is cool.

Izmer – 5
It’s got a build-around level effect in Sandomancy while not requiring you to build around it. You’ll probably put some d’Resh relics into your deck anyway because there are a lot of good ones, but that’s not even the point. Also, any deck with Izmer and Sunburn automatically becomes a burn deck.

Lesser Darbok – 2.5
It’s a protection effect that’s trivially easy to remove.

Mirago – 3.5
Many d’Resh decks don’t want this card, and that’s cool. The ones that do care a lot about their discard pile, or play Aubra’s Canteen, or both. This card’s floor is higher in Bograth but its ceiling is higher in d’Resh because it helps enable a bunch of nonsense while giving your board more energy.

Mowat – 3
Mowat is a bit like Cactus Hyren. They’re both a bit too big and can gain a big advantage if they ever get to attack.

Nemsa – 4
Free 3-energy creatures? Yes, please. One reason a magi’s starting cards matter so much in d’Resh. Probably the best reason too.

Obsis – 1
You’re realistically never going to be able to play this card, and actually never in a spot where Sandaclysm will do any good.

Olum – 3.5
Needs lots of Olums in play. Is good with lots of Olums in play.

Olum Digger – 4
The Digger is one of the few ways d’Resh has to actually kill magi so it goes up significantly in value in the region.

Olum Fiend – 2
Situational in the extreme. This card does actually combo with Sareb but then you have to play Sareb in your deck.

Olum Mystic – 3.5
Good in Olum tribal because you can break the synergy. Plague triggers on each player’s turn, and if all you have are Olums in play, they have to ping their own creature. Really annoying in multiplayer.

Quanjuel – 1
There just aren’t any Recurring creatures that are anywhere close to good enough considering how expensive this card is.

Sand Hyren – 3.5
Paying 7 to then get a discount on future cards isn’t exactly a steal, but it does net you an advantage on a magi flip. Dark Side also lets you splash Core cards, which opens up a bunch of possibilities. The most common reason to play this card is because Drajan starts with it and you’re playing him right?

Sand Sark – 2.5
I suppose. Cool looking creature though.

Sandsifter – 3.5
So, let’s get this out of the way right now. The nameless effect does not prevent energy loss due to burn or combat. If they had just said “specifically” discarded from play like all the other cards do, it wouldn’t have been so confusing. Also, yes Sandsifter can live through Cataclysm. Now that’s out of the way, Unearth is awesome value, Inevitable Truth can deal magi damage (in d’Resh), and this guy dominates the board. The only problem with it is how you’re going to actually get it into play. d’Resh magi are not known for the amount of energy they can gain, so you’ll basically have to cheat which is why this rates a 3.5. Paying full price for this guy feels awful even though it can protect itself from some things.

Sandsinger – 2
This is by far the worst Oracle card. Searching out cards is powerful but the cost on this card is way too high.

Sandstone Hyren – 3
If you can cheat this in you might as well cheat in a Sandsifter because it’s better.

Sandstorm Orshaa – 3
In Illusion decks, having access to this card lets you randomly Stinging Sands people who play spells that stay in play. There aren’t a lot of them, but that’s why you don’t run many copies of this card.

Sandstorm Xyx – 3.5
Metagame dependent choice, as not every deck uses a lot of powers and has giant creatures you want to Dissipate. Combined with Gherish, it can be really annoying to deal with.

Sareb – 5
Best creature in the game.

Shimmering Orshaa – 3.5
This is a way d’Resh has to cheat out its giant Sandsifters and can be a great way to generate value out of an Illusion that has already done stuff and is now at low energy (looking at you Xala).

Sikra – 4
Sikra is just a solid card. Unlike the majority of Illusions, you can still double-play from a single energize some of the time, and they have to either spent a Shockwave effect at an energy disadvantage or actually attack this card (also a disadvantage). Or ignore it like people do to Illusions, but shhh.

Skullek – 3.5
Doesn’t have to go in Illusion decks, but Persistence is nice support for the archetype. Inspire lets your decks full of little creatures attack for more damage, including against magi, but it’s difficult to get out before the attack step without spending Boots on this, so it’s mostly useful for Illusion decks despite what I said before. Unlike D’Jarvish, this card does combine with Shimmering Orshaa.

Spined Hyren – 3
It’s fine but some decks don’t play lots of spells and you can’t be sure what you’ll face.

Swirling Orshaa – 3.5
Morph is interesting. For instance, this card does not die to Ormagon and can’t be burned by Flame Rudwot (I don’t think). This can also count as copies 4-6 of Grubble if you already have at least one normal Grubble in play. Also, it costs 3 to play.

Szhar – 3
Slow card draw is still card draw. However, this particular card draw is one energy too expensive if we’re going by the rate of two energy per card. I get that you’re paying five for a five-energy body, and that’s why the card is playable. The difference between this card and a card like Drowl, which gives you the cards right away, is enormous though and I just want to make sure people know that.

Thrybe – 3.5
Useful in Mohani decks for the magi that are not Mohani.

Twilight Mowat – 3.5
Dream Inhibitor doesn’t matter most of the time, though against Core it does do a good job at shutting of Zungg, Vrill, Gorath, and Core Grag and making a few other cards more expensive to use. At face value, Dark Strands’ job is to make some non-Core creature’s power more expensive to use, but that’s not great because they’ve already had a chance to use it the turn they played it. When you consider that the card Traitor’s Reach exists, Twilight Mowat becomes a two-card combo and that is quite powerful, though more of a testament to the power of TR than a statement about how good this card is. Also works with Forgotten Dancer.

Uban – 4
Dream Slice turns any card in your hand into three damage to a creature for a low, low cost. Burn decks want this critter. Discard pile decks want this critter. Drajan starts with it so, basically every d’Resh deck wants this critter.

Venger – 3
I always want Counter-Strike to work differently than it does. The only reason to put this card in your deck is if you’re using Ythra in your lineup because she starts with it. Otherwise there are better options.

Warrior Olum – 3
These kind of abilities that give your opponent the choice are pretty meh. Despite that, Challenge gives you an energy advantage no matter which mode they pick. Also goes into Olum tribal, but it’s the worst of the four Olum creatures because it’s more expensive.

Wind Hyren – 3
When has this ever lived until your energize step?

Xala – 5
As much as Illusions open you up to assassination, Xala is so worth it. Piercing Scream is super annoying for opponents to deal with. It’s good against Forest Hyren Naroom, it’s good against Ormagon, it’s great against Interchange decks, stopping Giant Parathin in its tracks. These are some of the strongest cards in the game which means Xala should be in your d’Resh deck. Period. You can even splash this card in other regions because of how powerful Piercing Scream is. Because it’s an Illusion, the splash still gives you 3 more energy on board than you paid for.

Creatures: TLDR

5
Izmer
Xala

4
Bone Grag
Bulabantu
Darbok
Habob
Nemsa
Olum Digger
Sikra
Uban

3.5
Circling Darbok
Craw
Mirago
Olum
Olum Mystic
Sand Hyren
Sandsifter
Sandstorm Xyx
Shimmering Orshaa
Skullek
Swirling Orshaa
Thrybe
Twilight Mowat

3
Beeb
Cactus Dryte
Cactus Hyren
Drahkar
Mowat
Sandstone Hyren
Sandstorm Orshaa
Spined Hyren
Szhar
Venger
Warrior Olum
Wind Hyren

2.5
Ababila
Chasm Jile
Lesser Darbok
Sand Sark

2
Olum Fiend
Sandsinger

1
Obsis
Quanjuel
Sareb


Relics

Amulet of Sand – 3.5
Native Wisdom is not optional. Remember this when sequencing your plays. As long as you don’t play this out and trigger Native Wisdom that turn this relic pays for itself, so despite how expensive it is, it’s well worth it in your burn deck. Crushing Sands + Amulet of Sand is the combo, dealing 4 to one thing and 2 to all their other creatures. More with Sunburn.

Aubra’s Canteen – 3.5
Building around this card is really fun. With Mirago, Uban, Channeler’s Gloves, and a myriad of other ways to discard cards for good effect (even just playing Mohani), d’Resh decks get to pay 1 to draw 5! You have to work for it, but when you do, the draw power is bonkers.

Aubra’s Hourglass – 2
This is probably the better of the two, because it helps mitigate surprise kills from Warrior’s Boots or the like. It’s still an expensive do-nothing a lot of the time and you can’t afford that. If it didn’t affect you, I could see playing this.

Aubra’s Timepiece – 1
Like the Hourglass, except pointless.

Avatar’s Staff – 3.5
Very necessary in Illusion decks due to how vulnerable your magi are at all times. Having Relic Mirror to keep this card alive is probably even worth it in those decks.

Bottled City – 4
This card is great. When you factor in the cost of the relic and the regional penalty, Release still gives you a one energy discount on their creature, but you can even spread it out over another turn so it always feels like more. Capture is the real value on this card though. You get information on their deck, and you can sometimes just steal a key creature and park it on your relic where they have trouble getting it back.

Dreamcatcher – 4
Magam, Flamesmith is a good magi right?

Dune Compass – 3.5
Good in the Oracles deck. Even if they kill it, it’s still one energy for a card which is awesome.

Lens of Truth – 3.5
Future Sight gives you a fun deck building challenge and also fits nicely in the Oracles deck because you have multiple copies of Sandsifter to hit, giving every card in d’Resh except Drahkar and Sandswirl a reduced cost. This card is also why d’Rasha can be fun. She can manipulate the top of your deck to make Future Sight more consistent. This card also helps you fill your discard pile, despite not being terribly efficient at doing so.

Sand Cape – 4
Yes, Memory has a condition attached. You can’t just automatically recur stuff. You have to have fewer cards in hand than they do. There are a ton of cards which let you discard cards, and aside from Canteen (which in itself requires you to keep your hand size low) d’Resh doesn’t have insane draw power. You can also just play cards. That all means that you basically always have Memory active when you want to.

Sand Strands – 2.5
Most of your big creatures are Illusions already and the ones that aren’t should stay that way. It’s only a 2.5 because it can add a chunk of energy to your magi, but you just don’t want to be doing this.

Sun Glasses – 4
Have I mentioned d’Resh decks have a hard time killing magi? This card helps your board of small dorky stuff hit very hard.

Ythra’s Mantle – 3
You’d need to activate Prepare twice before you’d be okay with this card and three times before you were happy. This means it’s mostly too slow, but it’s definitely playable.


Relics: TLDR

5
N/A

4
Bottled City
Dreamcatcher
Sand Cape
Sun Glasses

3.5
Amulet of Sand
Aubra’s Canteen
Avatar’s Staff
Dune Compass
Lens of Truth

3
Ythra’s Mantle

2.5
Sand Strands

2
Aubra’s Hourglass

1
Aubra’s Timepiece


Spells

Aubra’s Wisdom – 3
Funny include in Aubra’s Canteen decks that accidentally drew too many cards but mostly too awkward to use seriously.

Chill of Night – 4
Competitive decks draw lots of cards. Even normal decks draw two cards per turn. This can discard a lot of things. Not everything, but for one energy less than Shockwave, we’ll take some corner cases. It’s worth noting that d’Resh doesn’t often need this card. A) It has Desiccate which gets around a lot of the things which normally prevent specific discard. B) You can overcome Burrow naturally with Effect damage and Ythra. Where you want effects like this is against Arderial because of Arderian Guard-Wings or Tranquility.

Crushing Sands – 3.5
At first glance the one energy to the board doesn’t seem amazing but when you stack Amulet of Sand and Sunburn on top of this card it does serious work.

Crystal Vision – 5
The drawback of your opponent having perfect information is real. The drawback of not being able to splash cards or play too many Universal cards without discard outlets is also real, but less of a problem because you can combat it in deck building. The benefit is crazy. Making all your d’Resh cards cost one less without reducing the cost of the Universal relics you want to get out of your hand helps you gain a massive energy advantage over your opponent over the course of a few turns and very few decks pack cards like Spell Pulse to deal with this. Incidentally, Crystal Vision is one reason why d’Resh gets relics that are generally more expensive than other regions’ or at least why it doesn’t hurt as bad.

Daydreams – 3.5
Unplayable on lackey because the interface isn’t set up to handle it. Really cool card with d’Rasha and to a lesser extent with Harresh.

Deceptive Dreams – 3.5
You need to be able to kill the (smaller) creature that comes down, but if you’re a burn deck, have a board presence, or even just have a Dreamcatcher, you can do that. In those situations, this card can deal with giant creatures, making your opponent have to spend the energy to re-play them and can snipe key utility creatures before they’re ready. It also lets you see their whole hand which is really valuable.

Desiccate – 5
This card is just Shockwave that costs 1 more (to your board) but gets around the things Shockwave can’t kill (Greater Gargagnor, Cawh, Colossus, Sandsifter, etc.).

Forgotten Dreams – 3.5
You typically don’t see this much in d’Resh but rather as a card in combo decks (Naroom, Orothe, or Bograth usually) with a lot of ability to search creatures out of the deck.

Forgotten Songs – 3
This card is fine, but doesn’t stop combat or spell damage and Sandsifter and Sandstone Hyren already protect themselves. Other regions can splash this though.

Forgotten Tales – 5
This card fills your discard pile for decks that care about such things, but it also allows you to use your discard pile as a resource in an additional way. Any creature or relic you really need out of there, go grab it. And yes, yes you can grab Warrior’s Boots.

Heat of Day – 3
It’s hard to use and a bit low-impact given options like Amulet + Crushing, but it is spell damage, it’s cheap to Imbue, and it triggers Sunburn.

Horizon’s Mirage – 3
This is a way to cheat out Sandsifters but it’s slow as heck and your opponent sees it coming a mile away.

Lightning Sand – 2.5
It helps protect against attacks a bit. In d’Resh, you have Ahron and Sunburn to discourage attacks as well (and Sareb obviously), so there’s maybe something there in multiplayer. Otherwise it’s just too expensive.

Mirage – 3
With four creatures in play we’re doing stuff but that stuff isn’t very powerful.

Oasis – 3.5
This can work well in Illusion decks to protect your magi. Additionally, Izmer and other effect-based damage gets around this effect.

Redream – 3
Playing one-of is pretty decent because you have a lot of synergy with starting cards in the region. Dey is probably the best use case because it draws three Olums.

Sandshape – 3
This is the last way to cheat out a Sandsifter. Finally, a use for those Sand Strands (the only d’Resh relic that costs zero energy). You still have to pay half the cost though, so your Sandsifter will cost you 5 + 1 for the spell is 6 + 1 for the relic because you’re probably not playing Sand Strands is 7 energy. Saves you 3 whereas Horizon’s Mirage saves you 7 and Shimmering Orshaa is cool and more generally useful. On balance, Sandshape is the fastest way to do it.

Sandswirl – 5
In d’Resh it’s better than in Arderial which usually doesn’t have problems attacking for lots of energy or finishing off magi in general. d’Resh gets to make use of both modes, the Rayje’s Belt-like effect and the extra damage. d’Resh also gets to Sandswirl its own Illusion to punch face.

Sandtrap – 2.5
Too slow.

Sunburn – 5
Have you read this card? Take a minute. Okay, the only thing I want to mention is that Sunburn doesn’t actually deal the damage itself, it increases damage dealt from other sources. This only matters occasionally, but it does matter.

Unmake – 4
Unless your opponent has multiples of a creature out or is playing a tribal theme, Unmake will never give you an energy advantage. That said, it discards stuff directly. Mostly, you play it because Harresh starts with one and when it’s bad she can just Time Shuffle it away.



Spells: TLDR

5
Crystal Vision
Desiccate
Forgotten Tales
Sandswirl
Sunburn

4
Chill of Night
Unmake

3.5
Crushing Sands
Daydreams
Deceptive Dreams
Forgotten Dreams
Oasis

3
Aubra’s Wisdom
Forgotten Songs
Heat of Day
Horizon’s Mirage
Mirage
Redream
Sandshape

2.5
Lightning Sand
Sandtrap

2
N/A

1
N/A


Find all the regional reviews on the Magi-Nation Duel hub page