The Wandering Rescuer – Duskmourn
Date Reviewed: September 25, 2024
Ratings:
Constructed: 3.88
Casual: 4.50
Limited: 4.63
Multiplayer: 3.63
Commander [EDH]: 3.75
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Everybody is having every opinion you can imagine about Duskmourn‘s art. For my part, I feel like there was at least one season where Buffy the Vampire Slayer had the same hairstyle as the Emperor here. And the card’s abilities are pretty fitting for that reference, as The Wandering Rescuer is good at appearing out of nowhere, killing creatures abruptly and occasionally anticlimactically, and working with less overtly powerful characters. We’ve learned from cards like Knight-Errant of Eos that using convoke to cast five-cost creatures is a lot easier than it sounds; anyone who plays Standard will actually have to choose between which of them they play and how many for almost a year, and the choice won’t always be trivial. It’ll be hard to pass up on the Rescuer’s ability to pressure an opponent’s life total and arrive mid-combat; not impossible, but very hard.
Constructed: 4
Casual: 4.5
Limited: 4.5
Multiplayer: 3.5
Commander [EDH]: 3.5
Here to pull off a daring rescue, The Wandering Rescuer is a pretty fun take on her “appear out of nowhere” shtick, even if her spark is gone. Convoke and giving tapped creatures hexproof is a clever way to protect a creature in a pinch, since convoke taps creatures to help cast spells, and so you can make use of her to surprise a spell and blunt its impact. And even if you needn’t protect the creatures, a 3/4 with double strike is great for killing any threat that may emerge. I think the flash is what really makes the card as a surprise option, and while she’s not going to be a powerful weapon for every case, she can definitely throw something off for no visible mana, and sometimes that’s all you need.
Constructed: 3.75
Casual: 4.5
Limited: 4.75 (this feels like a limited bomb, all right)
Multiplayer: 3.75
Commander [EDH]: 4
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