Sort of like Fiend Hunter, but instead of
exiling its target, it just keeps it tapped
down. Against a creature whose main worth is
attacking and blocking, it's as good as a Fiend
Hunter. Better even, for being a 3/3 flyer. But
if the creature in question is something like
Grimgrin, who can untap itself, or Olivia
Voldaren, who gets the lion's share of her power
from activated abilities that don't require
tapping, then this is a lackluster answer. It
also puts quite the target on its head, since
your opponent gets their creature back once it's
gone.
I am amused that this creature appears in the
color of bounce, since bouncing it back to your
hand would be quite useful if you decide there's
something else you'd rather tap down.
It's a good thing that Magic's designers know
which abilities (or, as it often seems more,
which rules text) goes in which color. It's also
good that they seem increasingly to know when
it's okay to bend those rules, like when you can
make a card concepted around ghosts haunting
someone so fiercely that they can't do anything.
This card has already been seen in competitive
play as an answer to Titans, and I expect it to
be a popular card in other situations too, since
blue decks have trouble dealing with
creatures. And yes, often you'd rather just
steal the Titan yourself, but when you're facing
a really threatening creature, you take what
answers you can get - especially when that
answer can attack.
Today's card of the day is Dungeon Geists which
is a four mana Blue 3/3 with Flying that taps a
target creature and prevents it from untapping
during the opponent's untap step. A four
mana Flying 3/3 is a solid start for any card
and likely locking down a creature for the
entire time it is in play is a very worthwhile
effect which is similar to many of White's
control-based removal spells. Blue
and Blue/White builds will be using this in
tournaments and other settings as it is both
support to the standard control theme and an
evasive threat alongside whatever the finisher
of the deck might be.
For Limited this is a Flying creature that is
effectively removal which are two of the
strongest attributes for a card to have in the
format.
With the manageable cost and a toughness of
three it can enter play early enough to make an
impact, yet stay in play against many other
cards it might see. An easy first pick in
Booster and a card that makes running Blue
tempting in all save the weakest Sealed pools.
Welcome to
the Pojo.com card of the day section. Today we
are taking a look at Dungeon Geists from Dark
Ascension. Dungeon Geists is a rare blue
creature spirit that costs two blue mana and two
generic mana for a 3/3. Dungeon Geists has
flying and says that when it enters the
battlefield, tap target creature, that creatures
does not untap as long as you control Dungeon
Geists.
Dungeon Geists is a very interesting creature
that is gaining a lot pf popularity on the pro
circuit. The Dungeon Geist appears to be the
most effective form of defending against the
dreaded Titans. But this guy locks down a lot of
different things. The hardest part of the
Dungeon Geists is simply protecting it. A simple
Slagstorm is more than effective to remove this
guy, and thus allow the tapped permanent to
begin untapping again. I guess the lucky thing
is that Dungeon Geists is blue, meaning that
there are plenty of counter spells to try and
save it from Slagstorm.