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Pojo's Duel Masters Card of the Day

miraculous_snare.jpg
Image from Wizards Duel Master site

  Miraculous Snare
Blastplosion

Card # DM-4


Date Reviewed: 01.23.07

Constructed Average Rating: 4
Limited Average Rating: 3


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

 

DRY 1337

 

 

Today’s spell is fairly confusing for many duelists.  The funny thing is that the confusion is not over how the effect works but as to whether the effect is as good or as bad as it seems.  Let’s examine.

 

Miraculous Snare

 

Cost: 3

 

Civilization: Light/Water
 

Type: Spell
 

Rules Text:

  • (This spell is put into your mana zone tapped.)
  • Choose a non-evolution creature in the battle zone and add it to its owner's shields face down.
     

The problem with this spell is that it gives your opponent a free shield.  As we all know, shields help you stay in the game, so in a way Miraculous Snare makes it seem as if we were giving ourselves a handicap.  At least it’s fortunate that Miraculous Snare does not work on evolution creatures.  Could you just imagine giving your opponent 2 or 3 free shields in just one turn?

 

At least Miraculous Snare gives us a new method for removing our opponent’s creatures.  So far we’ve been able to send creatures to the opponent’s hand, the opponent’s mana zone, the opponent’s graveyard, and the top of the opponent’s deck.  The first two in the list are almost as controversial as Miraculous Snare. When you send a creature to the opponent’s hand, not only does the opponent have an extra option, he/she can reuse a CIP effect (i.e. come into play).  In addition, when you send a creature to your opponent’s mana zone, you’re advancing their game and allowing them bring out their trump cards a lot sooner.  Miraculous snare doesn’t have either of these drawbacks, so at least that’s something.

 

The nice thing about Miraculous Snare is that it doesn’t help the opponent until it’s time to start breaking shields.  Therefore it’s not that much of a bother until we’re ready to deal with it.  In other words, Miraculous Snare is perfect for stall decks!  When you’re stalling, your opponent doesn’t really get any benefit from getting an extra shield.  On top of that, Miraculous Snare is one of the cheapest ways to get rid of a creature.  For only 3 mana, you get an effect that’s similar to a Terror Pit.  On top of that it’s a very effective (and long overdue) weapon in the Light/Water arsenal.  Light/Water cards can do all sorts of interesting effects but they have lacked any form of serious field control.

 

So in a Light/Water deck, what are we exactly stalling for?  Well the sky is the limit.  You’ll be able to stall for Alcadeias, Bluum Erkis, Diamond Cutter, etc.  You can even stall for a Bolmeteus and have it clean up the mess you made with your Miraculous Snares.  It’ll be as if you never put those shields there.  Definitely give this card a shot!

 

The Good:  For only 3 mana you get rid of almost anything you want!

 

The Bad:  Your opponent gets a free shield.

 

The Ugly:  Be careful when facing shield manipulator decks (i.e. Skysword, the Savage Vizier).

 

Constructed Rating: 4/5 – The Light and Water civilizations love to stall and this is the perfect card to help them do it.  Just imagine getting rid of cards like Deklowaz, Twin-Cannon Skyterror, Daidalos, Bolmeteus, etc. by tapping only 3 mana!

 

Limited Rating: 3/5 – This card’s usefulness is questionable in limited.  There are some cards that you really need to get rid of but for the most part you do not want to give your opponent a free shield.

 

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