Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Dungeon Geists
Image from Wizards.com

Dungeon Geists
Dark Ascension

Reviewed February 22, 2012

Constructed: 3.87
Casual: 4.25
Limited: 4.50
Multiplayer: 3.67

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

Click here to see all of our 
Card of the Day Reviews 

BMoor

Dungeon Geists

Sort of like Fiend Hunter, but instead of exiling its target, it just keeps it tapped down. Against a creature whose main worth is attacking and blocking, it's as good as a Fiend Hunter. Better even, for being a 3/3 flyer. But if the creature in question is something like Grimgrin, who can untap itself, or Olivia Voldaren, who gets the lion's share of her power from activated abilities that don't require tapping, then this is a lackluster answer. It also puts quite the target on its head, since your opponent gets their creature back once it's gone.
I am amused that this creature appears in the color of bounce, since bouncing it back to your hand would be quite useful if you decide there's something else you'd rather tap down.

Constructed- 3.5
Casual- 4
Limited- 4.5
Multiplayer- 3.75

David Fanany

Player since 1995

Dungeon Geists
 
It's a good thing that Magic's designers know which abilities (or, as it often seems more, which rules text) goes in which color. It's also good that they seem increasingly to know when it's okay to bend those rules, like when you can make a card concepted around ghosts haunting someone so fiercely that they can't do anything. This card has already been seen in competitive play as an answer to Titans, and I expect it to be a popular card in other situations too, since blue decks have trouble dealing with creatures. And yes, often you'd rather just steal the Titan yourself, but when you're facing a really threatening creature, you take what answers you can get - especially when that answer can attack.
 
Constructed: 3/5
Casual: 4/5
Limited: 4/5
Multiplayer: 3/5
Michael "Maikeruu" Pierno

Today's card of the day is Dungeon Geists which is a four mana Blue 3/3 with Flying that taps a target creature and prevents it from untapping during the opponent's untap step.  A four mana Flying 3/3 is a solid start for any card and likely locking down a creature for the entire time it is in play is a very worthwhile effect which is similar to many of White's control-based removal spells.   Blue and Blue/White builds will be using this in tournaments and other settings as it is both support to the standard control theme and an evasive threat alongside whatever the finisher of the deck might be.
 
For Limited this is a Flying creature that is effectively removal which are two of the strongest attributes for a card to have in the format. 
With the manageable cost and a toughness of three it can enter play early enough to make an impact, yet stay in play against many other cards it might see.  An easy first pick in Booster and a card that makes running Blue tempting in all save the weakest Sealed pools.
 
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0

John
Shultis
Phoenix
Gaming

       Welcome to the Pojo.com card of the day section. Today we are taking a look at Dungeon Geists from Dark Ascension. Dungeon Geists is a rare blue creature spirit that costs two blue mana and two generic mana for a 3/3. Dungeon Geists has flying and says that when it enters the battlefield, tap target creature, that creatures does not untap as long as you control Dungeon Geists.

      Dungeon Geists is a very interesting creature that is gaining a lot pf popularity on the pro circuit. The Dungeon Geist appears to be the most effective form of defending against the dreaded Titans. But this guy locks down a lot of different things. The hardest part of the Dungeon Geists is simply protecting it. A simple Slagstorm is more than effective to remove this guy, and thus allow the tapped permanent to begin untapping again. I guess the lucky thing is that Dungeon Geists is blue, meaning that there are plenty of counter spells to try and save it from Slagstorm.
 
Limited: 5/5
Casual: 5/5
Constructed: 5/5
Multiplayer: 3/5


Copyrightę 1998-2012 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.