|  |  |  |   Pojo's Duel Masters Card of the Day
 
						
						
							| 
							 Image from
							Wizards Duel Master site
 
 |  | Darkpact 
							DM04Card 28
 
 
 Date Reviewed: 12.29.04
 
 
 Constructed Average Rating: 1.6
 Limited Average Rating: 1.5
 
 
 Ratings are based on a 1 to 5 scale
 1 being the worst. 3 ... average.
 5 is the highest rating.
 |  
						
							|  cecillbill
 (Top 4 at
 2004 GenCon - Indy
 Championship)
 | Darkpact For quite some time Darkness players had it rough 
							when it came to hand management. The oft-employed 
							solution was to splash Brain Serums (once 
							mono-Darkness became truly playable) or further 
							"water-down" the deck to go the D/W control route. 
							Strickly speaking of mono-Darkness there wasn't 
							anything noteworthy going for replenishing the hand 
							outside of recursion (because Baraga and Ghastly 
							Drain bite). Then along came Mongrel Man and 
							Marinomancer, two great draw creatures. But, they 
							aren't the only draw options available for Darkness 
							in Shadowclash. Enter Darkpact...
 
 [Goal]
 Hand Replenishment. If you're willing to lose some 
							mana, then you can thin
 your deck to reach key cards. In terms of Darkness' 
							other hand advantage
 spells losing mana is better than losing shields 
							(Ghastly Drain). Even so,
 Darkpact is an ackward piece of draw that I believe 
							is aimed at
 Darkness/Nature decks. But, don't be fooled by 
							Darkpact's low mana cost or
 the fact that mana gain can offset its effect. It's 
							a late game source of
 draw power that doesn't let you reap nearly enough 
							advantages because of the
 loss in mana. If you're wanting to net a fair amount 
							of cards in hand,
 Darkpact might not leave you with enough mana to 
							cast much of anything save
 cheap blockers, underpowered hitters, or limited 
							kill the turn you play it
 or shortly thereafter if it's not very late game and 
							you have mana gain.
 
 [Effectiveness]
 At 2 mana it's "base cost" won't require a chunck of 
							your savings. But, its
 base cost isn't the important consideration. Using 
							Darkpact becomes a matter
 of when it's best to cast it because you have to 
							factor in how much mana you
 can safely afford to lose to net cards. Not only 
							should you have enough mana
 to actually gain some advantage by using the spell, 
							but you need to ensure
 there is enough mana left to cast cards in a 
							resonable time-frame. If your
 deck has a bunch of Demon Commands and you're trying 
							to get Ballom out, then
 losing mana to this card--especially a chunck of 
							mana more than once--isn't
 sound resource managament.
 
 Let's look at using Darkpact in the early game. If 
							you cast Darkpact at 2
 mana and decide (for whatever reason) to toast 2 
							mana to draw two cards,
 then you've put yourself in a bind. You've lost 2 
							mana and one card in hand
 to replace 1 card in your hand and gain 1 card. 
							You've gained a card but
 have lost the potential to cast anything costing 
							more than 1 mana on your
 next turn (lost tempo). Essentially, you'll be 
							making early game plays well
 into your 5th turn if you don't have any mana gain. 
							You'll have 1 mana on
 your 3rd turn, 2 mana on your 4th turn, and 3 mana 
							on your 5th turn. If you
 wait until you have a comfortable amount of mana in 
							the late game, then you
 won't be shortchanging your casting potential as 
							much and could stand to
 gain more than just 1 card over Darkpact's 
							replacement.
 
 [Where To Deck]
 Although Darkpact is a Darkness spell, it's not 
							tuned for a mono-Darkness
 deck. Darkness needs all the mana it can get. Even 
							if you're playing a
 relatively low curve Darkness deck, you're better 
							off going the recursion
 route. If you consider Darkpact for mono-Darkness 
							then don't max this card
 out. I can't see myself even maxing this card out in 
							Nature/Darkness--which
 is where I see this card being better placed. 
							Actually, I can't see myself
 playing this card period. But, that's me.
 
 [Format Ratingsl]
 Constructed: 1.5/5. In terms of it's goal of 
							replenishing the hand, it comes
 at a considerable cost and often you won't do enough 
							drawing with it to
 justify not having used other forms of draw. 
							Darkpact is really a late game
 source of draw, and to me it's for mana-happy decks. 
							Just imagine decking
 this spell at a tourney where someone's running mana 
							destruction. Waste of
 space.
 
 Limited: 1/5. Having draw in Limited is really nice, 
							but it's important for
 that source of draw not to have a nasty side effect 
							because your deck is
 already serverly limited in the scope of resources 
							it can churn out and
 sustain. You really need your mana here. Another 
							important consideration is
 that you're often playing with a skittles (3-5 civs) 
							deck in Limited. You
 may not get out multiple mana of a certain 
							civlization and end up burning
 yourself by chucking a certain civ to draw a card 
							with Darkpact.
 
 
 |  
							| Knives101 | Darkpact 
 This card was made for Darkness/Nature. In order to 
							use this card you have to get extra mana. The best 
							way to get extra mana is to play mana from the top 
							of your deck. Fighter Dual Fang, and Bronze Arm 
							Tribe do this well. So in order to draw just two 
							cards from Darkpact you have to take two cards from 
							the top of your deck and put them into the mana 
							zone. Then you have to cast Darkpact. So you thin 
							your deck by four cards, to draw two cards. In my 
							opinion that is a bad trade off. Thinning your deck 
							by so much can make you deckout easily. If you want 
							to sacrafice your mana to get a hand then I suggest 
							finding some earthstomps. Darkness/Nature isn't 
							exactly a tier one decktype right now, so Darkpact 
							gets a two from me.
 
 Rating: 2
 
 |  
							|  The Antman
 | Darkpact- 
							Common-#28(DM-04) 
 Well people's today we have one of blacks very few 
							draw cards, Darkpact
 
 I choose this card for today because 1. its a draw 
							card for black 2. cuz I like the flavor text: "Why 
							don't mortals embrace despair? All my ghoul friends 
							really seem to enjoy it." -Ballom, Master of Death 
							funny huh?
 
 Anyways Darkpact isnt the best card in the world 
							sadly =/ The cost to draw is just too steep for a 
							dark card since darkness usualy needs all the mana 
							it can get since it doesnt have cheep cards like red 
							and light and it doesn't have mana acceleration like 
							green. But the one place darkpact can exist in is a 
							Nature/Darkness deck. yes my loyal fans have all 
							your tribes drop your mana, play a few Essence Elfs 
							& a few Elf-X then play darkpact and your good to 
							go.
 
 Ratings:
 Constructed- 3/5 This card can realy be good if you 
							make a deck around it's drawing power
 Limited- 1/5 draw is nice in limited but not at this 
							cosst
 
 |  
							| Parshathrules 8391
 | 
							Darkpact 
							  
							This thing is pretty…useless… a cost of two makes it 
							fast, but instead of using this, you might as well 
							just not play mana. 
							  
							Once you’ve drawn what you discarded, you’re stuck 
							with a minor setback: You can’t play the cards. 
							Destroying your own mana gives your opponent a huge 
							advantage: You can’t afford to stop them. You’ll be 
							trying to build your forces back up while your 
							opponent is pummeling you. They won’t mind pecking 
							at your shields knowing that you won’t be able to 
							play them for turns! 
							  
							The time I can see this helping is the last turn you 
							expect to live, when you’re out of options and you 
							have tapped mana. You cast two for this, destroy 
							what you tapped, and hope for a great draw. 
							  
							1.5/5 |  |