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.
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