Desynchronization
Desynchronization

Desynchronization – Assassin’s Creed

Date Reviewed:  July 23, 2024

Ratings:
Constructed: 3.5
Casual: 4.0
Limited: N/A
Multiplayer: 4.0
Commander [EDH]: 3.8

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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Not to be confused with a Brothers’ War uncommon, this card is one of the scariest in the Assassin’s Creed set on its face. On its face – after all, a lot of people’s main format is one built around legendary creatures, which artifacts are also a big part of; even if that’s not you, this particular batch includes a lot of cards you sometimes really need to get off the table like now. Having said that, there are some decks that it will simply wreck, and some powerful creatures that aren’t immune, particularly in Modern where it’s going. And I think it’s easy to underestimate cards once you start diving into their restrictions or downsides: Desynchronization is, after all of that, still an instant.

Constructed: 3.5
Casual: 4
Limited: N/A
Multiplayer: 4
Commander [EDH]: 4


 James H. 

  

When things go awry, Desynchronization happens, or something. A mass bounce spell with some interesting asymmetry going on, the things Desynchronization misses out on are usually things you can build around keeping (legendary, artifact, and saga permanents). Four mana for a mass bounce spell can be pretty reasonable, especially one that you can break asymmetry on, and I wouldn’t be surprised to see this get a bit of experimentation in Modern.

Constructed: 3.5
Casual: 4
Limited: N/A
Multiplayer: 4
Commander [EDH]: 3.75


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