BMoor |
Down & Dirty
Continuing with the Fusion theme, today we're
reviewing Down, and Dirty, and also Down &
Dirty.
Down is your straightforward discard spell.
Hey. You. Pitch two cards. This can be pretty
strong-- most people aren't prepared at any
given moment to lose two cards out of their
hand. Denying your opponents their cards is
always a strong play, but at four mana, this
isn't the best choice to do it with. You ideally
want a onemana card like Duress for that job, so
you can get to their hand before they cast their
good stuff. Down also lets the targeted player
decide what they pitch, so if they've got extra
lands or a Scavenge card, that's what it'll be.
The other question is, what do you do when they
run out of cards in hand? Wait for them to draw
some more?
Dirty is basically a second chance at the
best thing in your graveyard. Unlike Down, it
gets better as the game goes on and your
graveyard fills with stuff you probably didn't
want to lose. Early game you might get back a
Farseek, while late game it's almost as good as
a tutor. I'd want a few in just about any green
deck that cares about its late game.
Down & Dirty is an oddity among Fuse cards--
its two halves don't really interact. Yes,
you're getting more card advantage, but Dirty
isn't any better for having had Down just
resolve. And seven mana is kind of a lot for a
2-for-0, especially since the card you get back
with Dirty won't actually do anything until you
cast it. I'd play this card in a Golgari deck,
but I wouldn't bother waiting until I could cast
both halves--I'd take the opportunity to choose
which half I wan tto cast more with each one I
draw. And as the game goes on, the scales tip in
favor of Dirty (though by that point you
probably don't care about the extra four mana
for Down to tag along).
Ratings: Down, Dirty, Down & Dirty
Constructed- 2, 3.5, 3.5
Casual- 3.5, 4, 4
Limited- 4, 3.5, 4
Multiplayer- 2, 3, 3
|
David Fanany
Player since
1995 |
Down and Dirty
This particular split card is designed to
give you a powerful advantage no matter how you
use it. The Down half does cost more than Mind
Rot, but you can probably just about forgive
that when you have the option of its fuse cost
late in the game. When you do pull that off, it
puts you very far ahead and gets into the
territory of real abuse - Dirty is one of the
few recent effects of its type that can regrow
any card and doesn't exile itself.
Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5
|
Michael "Maikeruu" Pierno |
Today's card of the day is Down and Dirty which
is either a four mana Black, three mana Green,
or total for both with Fuse. Down is four mana
to have target player discard two cards which is
quite weak for the cost and many better
alternatives exist. Dirty is at least playable
as three mana to return a card to hand can have
uses in the right deck, but it is unlikely to be
a popular card. Combined they aren't really
impressive and for seven mana a Black and Green
deck has a variety of other choices that can do
more.
In Limited Down is somewhat useful if an
opponent is holding a few cards and Dirty can be
very beneficial in recovering a bomb. For a
Green deck this is a worthwhile inclusion and
decent early pick in Booster and at best it is a
later on color pick for Black. The odds of using
Fuse on them can come up more often in the
format, but it shouldn't be a deciding factor in
splashing Black or forcing a Golgari theme.
Constructed: 3.0
Casual: 3.0
Limited: 3.0
Multiplayer: 3.0
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