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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