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Pojo's Duel Masters Card of the Day

miraculous_truce.jpg
Image from Wizards Duel Master site

  Miraculous Truce
Blastplosion

Card # DM-5


Date Reviewed: 01.26.07

Constructed Average Rating: 4.5
Limited Average Rating: 4


Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.

 

DRY 1337

 

 

Suddenly the Yugioh (and former Yugioh) players cheered, as a makeshift Waboku appeared!  I completely understand that this may not make any sense to a lot of you, so allow me to translate ;)…  Just like the card from Yugioh, Miraculous Truce helps to prevent your opponent from doing damage.  How is this possible?  Let’s review…

 

Miraculous Truce

 

Cost: 5

 

Civilization: Light/Nature

 

Type: Spell

 

Rules Text:

  • Shield TriggerShield trigger (When this spell is put into your hand from your shield zone, you may cast it for no cost.)
  • (This spell is put into your mana zone tapped.)
  • Choose a civilization. Until the start of your next turn, creatures of that civilization can't attack you even if your opponent puts them into the battle zone after you cast this spell.

     

There’s a very good reason why this card is heralded as the anti-Bombazar.  For one thing, Bombazar players hate shield triggers, especially Holy Awe.  Holy Awe will stop anyone in their tracks.  The good news is that Miraculous Truce is somewhat of a parody of Holy Awe.  When you cast Truce, you get to choose a Civilization (let’s say Fire), and until the start of your next turn your opponent cannot attack you with that Civilization.  In other words, you can stop an opponent in his/her tracks when casting this spell.  This is definitely bad news for Bombazar players.  Since Bombazar gives the opponent an extra turn, and your turn never took place, Miraculous Truce’s effect stays on the field indefinitely!

 

Wouldn’t it be funny if players actually packed 4 Miraculous Truces and 4 Holy Awes in their decks?  Some actually do!  When duelists maximize on these two cards, the can create an unbelievable stall, which sometimes allows them to run decks with no blockers.  So is Miraculous Truce better than Holy Awe?  Well, for starters, Holy Awe taps creatures, while Miraculous Truce doesn’t.  When you tap your opponent’s creatures, you can either take advantage and kill them, or go for your opponent’s shields.  However, Truce doesn’t cause anything to tap, which means that Holy Awe is the superior offense card.

 

Fortunately, unlike Holy Awe, Miraculous Truce freezes your opponent’s creatures until the start of your next turn.  So if you cast it from your hand then your opponent will have to go for an entire turn without being able to attack with that civilization.  Just imagine if Holy Awe was able to do this!  Unfortunately with Holy Awe your opponent would get to untap as soon as his/her turn begins, just as if nothing had ever happened.  This is where Miraculous Truce comes in handy.  It will freeze your opponent for an entire turn.  On top of that you can leave your creatures tapped in the battle zone without having to worry about any form of creature retaliation (from your civilization of choice)!  I’d say that Miraculous Truce has to be the superior defense card…  It’ll seem as if your opponent was skipping their turns.

 

The Good:  It’s a very effective variation of Holy Awe and it only costs 5 mana!

 

The Bad:  Your opponent’s creatures don’t tap…  but so what?

 

The Ugly:  If you top deck this card with nothing else to do, then you’re pretty much stuck casting it and doing nothing (at least this card’s effect will last longer than Holy Awe).

 

Constructed Rating: 4.5/5 – Yes, it is the anti-Bombazar card and more!  All it takes is one cast directly from your hand to realize how valuable Miraculous Truce is.  You’ll find a lot of freedom after you realize that your opponent’s creatures can’t retaliate.

 

Limited Rating: 4/5 – It’s great for stall and will let you get some unanswered shots without your opponent being able to retaliate.  Definitely try it out.

 

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